Full Release Update Patch Notes (Discussion Thread)

I mean, considering that’s what it does in the Dark Sea, and that’s a pretty cool gimmick to me, yeah.

When you throw it out, I want it to go BOOM BOOM BOOM like it do in the Dark Sea.

The ever present x3 lightning pillar explosion:

Also never cook again this gimmick sucks ass as people can just walk out of the explosions radius while it’s going off

What do you want it to do?

You can do that with EVERYTHING in the game.

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omg lost magics and their gimmicks are so on topic and totally not derailing

4 Likes

Being in opposition to your idea does not mean I have a better one
(No, this also does not mean your idea is credible)

Good enough for me.

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Arcane odyssey becomes most popular game in Roblox, skibidi toilet magic instantly nerfed into ground by bteam despite having 0.1 in every affinity (the psychological damage is too op!)

The gimmick is to infringe on dafuqboom’s copyright.

I predict ancient lightning would have the AOE blasts of that of catacylsm and arcturus… Just on a way more balanced level! Im pretty sure those two magics have base explosions that continously damage ships, terrain… and players of course…

if you set the ancient lightning explosion spell to 5 would it explode 15 times

no dawg make it like deferred from deepwoken where it deals higher than average damage over 3 ticks
say a normal attack would do 105 damage, when the attack lands it would deal 35 damage and then a half second later it would do 35 more and a second after the attack landed it would do 35 more resulting in 105 total damage

the best answer: global overall attack speed increase to all attacks

the issue is that people with agility can just dodge attacks, so why not just make all attacks faster? This comes with the benefit of subtly nerfing attack speed, since it’s not nearly as needed if everything is already pretty fast

1 Like

i dont think this is really the best answer
you also mentioned an issue (though phrased it like a benefit) of making attack speed less useful

i was thinking one of two things for an answer to this issue:

  1. giving players tools to catch people running away - I remember seeing a suggestion for a spell called “wire” which was basically a grappling hook to pull people in, which would be a good example of this

  2. a punishment to blindly running away
    some way to force people running away to actually try and lose and evade their pursuer rather than just running away in effectively a straight line or until they give up

though i think the exhaustion concept was really overcomplicated, it would be an example of this kind of solution

i personally think option 2 is more feasible as theres no guarantee each build could get equally useful options for catching runners (i cant even think of a thing berserkers could have for option 1)

I had an idea to add something like “dodge charges” (could either apply to all dodges or just reflexes) which would limit dodge spamming and force people to use them more wisely, if done right it wouldnt affect people actively engaging in a fight (emphasis “if done right” this could be easy to do wrong)

edit: dodge charges could also just be disabled entirely if youre not combat tagged so travelling doesnt get more inconvenient for no reason

Well good news it(probably) isn’t anymore

2 Likes

Why doesn’t Vetex know this stuff?
“uhh i dunno, maybe he’s modellin’ it, i didn’t ask him.”

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Well, we know what the Christmas event will be called

HELLO??? DID THEY JUST FINISH THE SKYHALL SECTION IN 2 DAYS?? (or is it just the story itself?)

could be like a thanksgiving event :roll_eyes: probaly not tho…

I think they mean writing it, not coding it