Full Release Update Patch Notes (Discussion Thread)

Could I ask how you knew that mutations replaced your magic in AA? While I know it was mentioned in lore that your magic changes to that, we never actually got past getting our second magic type in AA.

The aura spell isn’t permanent while the potion is. I don’t see any good reason that both couldn’t co-exist.

I don’t know what to tell you here, there’s a magic called growth and it does plant stuff. Whether or not that’s the only plant magic I dunno, maybe there’s different types of plant magics and this is a more size focused one or whatever. But regardless of how odd it sounds growth is a plant magic.

It was stated on the lore doc for AA’s storyline

It just sounds like jank would happen through having a bunch of different player size multipliers at once imo

I mean I think it could be fine having them be different names while having similarities. The tide curse is technically just the water curse after all.

couldnt beat verdies huh

i did beat him, justnever managed to get to 2nd sea, slow ass unupgraded sailboat took 20 mins to get to glacias :skull:

At certain moments in the story you just pick what to replace your first magic into, and what to replace your 2nd magic with to.
You could choose not to, but each magic had its own mutation…
Now we have…

ā€œOnly 1 magic mutates, juggle it around the magic slotsā€

I’m guessing you mean that was the plan according to docs, since as I mentioned we never got past our second magic before AA got got

you don’t say

so basically you are assuming stuff about a feature that wont be a thing for like 2 years with no official list. It would be different if there WAS an official list and sand and acid didnt have anything but there isn’t

tbh, i can see some additions to make it more balanced:

A good example is Plasma, which is heavily undersold, given how it has fire as a mutation basis, Plasma should have a lot of variety when it comes to mutations, imo, plasma could easily get: Flare, Sun, Blaze, and Scorch.

Some magics really don’t have much rn, but I do think this will be accounted for; besides, most lost/ancient magics are pulling things from what that magic attributes: fire is hot and so is the sun; this could easily extend to fill in some other magics. I could pull some examples like:

Glass: Diamond, Shatter, Slash
Water: Oil, Storm, Wave
Ash: Scorch

and if push comes to shove, Vetex can use the secret lighting technique and we’ll get Ash-Sand magic that ashes sand all over the place.

The odycillian agility nerfs:

Vitality people…Please, keep it together.
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Man…

lowkey i enjoy egg hunts being just egg hunts. having seasonal quests is neat but ā€œgo and find stuffā€ without any frills to it is simple and to the point and it gives people an actual reason to sail to unpopular spots.

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so what itll just be a larger stronger version of another attack?

Aren’t spirit weapons abilities gonna be interchangeable like normal weapon abilities?

yeah but some will remain exclusive to the weapon like the sunken sword’s

But following that analogy wouldn’t you still be able to switch the order of abilities to make a different ult?