validly so i’d say
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yes, that is something that I sent to west because they, aswell as you, are here for no reason but to joke around, dismiss, and derail the discussion, so please, kindly fuck off.
Checking the balance trello for the first time in ages and I see that a flat spawn chance increase was vetoed so I’m going to guess that’s probably off the table.
And I do think this is a great point, and the suggested solutions on the trello are good but of course without any further comments/it being in low priority it might not happen anytime soon if at all.
i mean
yeah
this is a problem but I can’t really see it going away without removing the challenge aspect of changing magic. Vet definitely wants changing magic to be harder than the other combat options but as with anything there definitely needs to be a line drawn well before it becomes tedious.
Normally to this I’d say something along the lines of “lore accuracy should never be a higher priority than gameplay quality” but it isn’t even lore accurate anymore.
The entire reason we’d ever need literal divine intervention to change magic was minds, and minds don’t exist anymore!
I read the room as overly serious over a Roblox game. Yeah the rates should be changed a tiny bit but them being rare is kinda the point I thought. Magic is like the main thing that arcane odyssey has and is supposed to be a more permanent part of your character rather then something you can change in an instant like weapon loadouts.
thank you my main account for spreading true info and saying exactly what i thought
why?
it functions the exact same way as other stat paths (i.e. being a path u can invest in to unlock moves)
so why should changing it be unnecessarily difficult?
Because lore (since vetex can’t decided whether to be lore-oriented or fun-oriented)
but then vetex retconned minds, saying that anyone can learn any magic
so lorewise this shouldn’t even be that hard
also i have issues with compromising certain mechanics cus of “lore”, like imagine if ao was permadeath cus respawning doesn’t exist in lore
hecate essence should be able to be found in every range with the chances being more likely the farther out you are
1/12 could be like insanity 0-1, then insanity 2 could be 1/6, etc.
frankly it’s absurd game design to make it this hard specifically for a single build type to change their loadout when all other builds can do it in either a few clicks or at most like 10 minutes
“its supposed to be hard” hecate essences would be rare realistically but… how long have some people spent on grinding them??? tens of hours is insane just to change your build a little bit
I’m not entirely convinced this is true, the lore about it is vague but as far as I’m aware you can’t just learn magic like you can learn to swing a sword
fair enough, but it’s definitely possible without some sort of weird divine poewr thing that hecate essence brings
I would be fine with this yeah, the problem I have with essences is just how big the islands get at farther ranges
literally the only aspect of hecate that needs to be changed is being unable to take damage while using it imo
this brings up an interesting point
what if 1/12 is a good rarity for hecate essence, and instead dark sea islands were just way too big?
i’d be interested to see how hecate essence searching goes if vetex reduces the size of far reach islands by a ton
Yeah some dark sea islands are just miserable to traverse without an agility build and I have no clue why the rng generation is like this
frankly randomly generated islands the size of mount orthys just shouldnt exist
the only time they should exist is if vetex adds like a dungeon-type area to the dark sea and the island is pre-made
I wouldn’t mind the current rarity if the essence actually had a visible body that could be seen from far away and 80% the islands weren’t shaped like the hello neighbor’s alpha 4 house