Fighting Style Idea - Muscle Tightening/Muscle Coiling

Fighting Style Idea - Muscle Tightening/Muscle Coiling https://forum.arcaneodyssey.dev/uploads/default/optimized/4X/e/3/9/e39fe22d7b02be97b17871d23fb2898487f0fec3_2_705x1024.webp
effort 5.0 3 quality 4.666666666666667 3 reasonability 4.0 3

I think I’ve changed my opinion to be slightly underpowered due to how impactful limb loss is

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Based on the feedback and how the balance poll is divided I think that Muscle Coiling is more or less perfectly balanced. Even so I will just slightly reduce the 0% strain damage. The status effect needs no changes given the downsides of inflicting it. The full potential of this style cannot be used without significantly harming oneself in the process. If tiering up fighting styles from lost to ancient gets added though, prepare thyself!

Balance Change: Muscle Coiling’s base damage stat at 0% strain is now 1x instead of 1.05x and imbued is now 1.05x instead of 1.1x. This forces players to take on at least a little strain to start getting worthwhile damage output for how little speed and size the style has. I have also tweaked the phrasing on the limb loss chance for Muscle Coiling. You aren’t likely to trigger it unless you’re barely hanging on by a thread of health.

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Reminder to everyone to click vote at the top if you really like this fighting style. That way if the devs do decided to add some community-made fighting styles this’ll be near the top when sorting by vote count.

Also, anybody got any more feedback for me on Muscle Coiling? It’s definitely the most popular option so at this point we can consider this suggestion to be about that version. It seems like people are still considering it to be a little too strong for a lost fighting style.

kid called juggernaut spirit imbued:

jk

???

Are you talking in the right topic?

i meant juggernaut with the drawback thing works similar to this except for the part where you explode or give drawback to your target lel

Sounds uncomfortable

Yes, weaponized muscle cramps for the win!

Huh people are still voting that it’s a little too strong. Any more feedback I can get on that? Keep in mind that everyone has almost unanimously agreed it’s a lost fighting style.

mostly the damage multipliers are overtuned, anything that goes over 1x damage multiplier would have really good damage scaling

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I mean that’s a fair point but, you have to take on 20 drawback to get the max out of it or ~10 to get most of it without inflicting the status effect and it’s a lost FS. We’ve yet to get a fighting style actually focused on damage stat-wise so it’s hard to say if it’s truly too much for its tier. We don’t know what the multipliers will even be for lost tier stuff but all the downsides of the style likely justify its damage. With Muscle Coiling the focus of it is split between its powerful status effect and high damage at a severe cost to your health, so you can only get that damage out of the style a few times before you’re one-tappable. If you want pure burst damage I’d probably go with Impact Fist since it’d lack the downsides of this and come with good attack size too most likely.

Continuing the comparison to Basic Combat, in its current state using Muscle Coiling without charging its about as strong as the former maybe ever-so-slightly weaker which feels right, a lost fighting style at its weakest still being as strong as a base or pretty close to it.

definitly tone down the drawbback as well, taking 200 drawback damage is ridiculous. just make it cap out at five and decrease the variance to like 1.05x MAX

Kinda seems like a matter personal taste thing now. Seems you’d rather have a lost fighting style with a nice status effect, a little bit of drawback, and solid damage over a lost fighting style with a nice status effect, a lot of drawback, and amazing damage.

Also 1.05x max damage for a lost fighting style at max strain is just, pointless. Like there would be little to no observable difference in how the style feels between full strain and 0 strain. Sailor Style’s attack size buff is a whole 0.4 extra with full seawater energy and that’s a base style. Who’d want a lost fighting style with a decent status effect and barely good damage with bad speed and attack size? That’s more or less just Iron Leg with slightly altered stats and a status effect and small amount of drawback thrown on.

Here’s let’s do this the democratic way.

How do you feel about Muscle Coiling as a new Lost Fighting Style in its current state?
  • It’s perfectly good as is! (You should click the Vote button BTW.)
  • Needs some minor balancing but good enough! (Should still vote.)
  • Needs major balancing. (Tell me how so.)
  • Uncertain if it needs balancing. (Fair.)
  • Other
0 voters

Every fighting style should fit into its own niche and I really just don’t wanna turn this into, “Basic Combat but with a tiny bit of drawback and a unique status effect.” I mean that’d be one boring Lost Fighting Style. I’m looking more for feedback that addresses serious issues that would arise in gameplay with it being too strong or weak, not redesigns.

if it it’s too much people won’t use it
have you ever seen anyone running 20 drawback?

secondly 1.05x IS NOT “solid damage” that is VERY good damage, as you start approaching 1.3x you’ll start doing 290 damage on crash without power. This is less of “oh I’d rather have a lost fighting style with a nice status effect, a little bit of drawback, and solid damage” and more of trying to make it balanced. keep in mind that metal is 1.05x and fs have better damage scaling than magics.

this is… COMPLETELY DIFFERENT that .4 extra is for size & that scales MUCH differently then power. basically .4 size is NOT .4 power, if you notice sailor’s power only goes up by .1, and if your worried about it not having a niche take a look at thermo and boxing. while they are very similar statwise thermo having .1 more speed and a DoT is more than enough to justify running it over boxing. your fs’ effect and damage alone (even at 1.05x) is more than enough to solidify it’s own niche

I primarily don’t like the idea of reducing the damage and drawback because you’re watering down the whole point of the fighting style to the point of it being nigh-indistinguishable from basic combat with a bit of drawback, power, and piercing gear. I brought up Sailor Style because it feels impactful, not because I’m saying that attack size and damage are the same or numerically have the same benefits at the same value increases.

Personally I’d prefer something unique that significantly impacts the way you approach fights as a lost fighting style (ie Impact Fist and Vampirism) to the LaCroix version that only has the ghost of flavor (ie my poor massacred boy Thermo Fist after all the nerfs). The whole point of adding a new fighting style is to introduce a new way to play, and at lost tier that’s even more significant, that’s what makes it fun! As it is you’d be very strong against players with low defense and low power as well as players and NPCs significantly lower level than you (naturally), and will struggle with everything and everyone else when choosing to increase strain; I tend to call that a balanced trade-off.

If you don’t like the core idea of what makes this style unique stop trying to water it down and just please leave. What you are proposing is a massive change to the way the style would feel and impact gameplay. This style wouldn’t be detrimental to the game because you’re literally killing yourself to dish out that crazy damage, that’s fun! If in testing it simply just doesn’t feel fair it can be altered but you can’t know that until then.

I don’t agree with this, reducing the damage doesn’t make it basic combat because by that logic sailor is just basic combat with size?

again i don’t really agree with this, basic combat is versatile fs, allowing you to build size or speed and play agressively or passively without worrying about a bar. this fs tho you have to manage a bar while managing your health. the fs low size forces you to carefully land strikes if you want to miantain your bar

if you dont want feedback then don’t make suggestions. i gave you my 2 cents if you don’t want that don’t blame me for “watering down your fs” when i’m just rying to help your suggestion out, the affinites don’t make sense that all

Well you understand the idea well enough it seems. Yeah, you have to have skill and tactics in order to properly utilize the incredible damage potential of the style. Which that on its own would be enough to justify it but there’s plenty more reasons why the style works.

Listen I do want feedback and I appreciate you throwing in your opinion on it but like, your suggestion really would make the style just feel flavorless in practice. I mean imagine training your body to squeeze out every last drop of power possible while putting it under the most strain you possibly can, only to get a damage multiplier of 1.05x on a lost fighting style that’s supposed to be entirely focused on having high damage and inflicting a powerful debuff. Talk about a disappointing fighting style. I appreciate the feedback but like, no that’s a terrible way to balance it and is the same approach used to balance Thermo Fist. Better a gameplay mechanic be extreme and fun, than simple and boring because if everybody is strong in their own way nobody is, which counts as balanced. That’s just my own design philosophy. People like to feel like the way they’re playing is unique and distinguishable from the person across from them, so making this so much closer in power to a base fighting style not only doesn’t make sense for a lost fighting style, but by watering down the core mechanic (reducing drawback and lowering damage) you end up with the player feeling let down and just choosing not to use it, like again what happened to Thermo Fist.