Looking in retrospect, mage is honestly kind of a mess.
Some mage builds are just kinda objectively bad, while others are…
yeah…
Is mage the objectively most difficult to equalize and overall most polarized class in arcane odyssey currently? and is there any way we can fix this issue?
Yea thats the problem, adding more synergies just makes mages even harder to balance because now some synergies could be better than others.
also, metal/magma glass cannon exists.
the worst part about this is that it’s not even because the magics themselves are OP it’s because of the class + the build scaling is absurd especially this early in the game’s story and progression
(also, if metal magma wasn’t bad enough, earth magma apparently is this but worse)
just go back to arcane adventures, remove every stat but strenght and magic and make weapons unlock with overall level instead of weapon level
that way everyone has the same of everything and the only thing to balance becomes damage
AR pvp has been stable for 4 years lol
note: this is the easy way out, not the good way out, this would make pvp boring (as it is in AR) and would make the game about 1-combos that everyone uses
Honestly, I think the issue kinda lies in
A) The three problem children; Attack Size, Attack Speed, and Agility. These stats need another look-at. Honestly, I think all three of these should cap off when they would result in doubled the original stat, and should scale linearly with no level scaling. Also, I think we should have a few new stats that could scale like power and defense to balance out the meta (maybe like a clashing stat).
B) The sheer amount of stats we can get right now. Honestly, I think if we just halved the stats given by everything right now, and nerfed tier 2 enchants and exotic jewels, the meta would be healthier overall.
Funny, but I’d at least rather have the other stats as “secondaries” of sorts. Basically, they wouldn’t scale at all, but also wouldn’t be based on the max level, and would grant less than they do now.
I still wanna have some mobility. You gotta understand my guy—agility is a drug. And once you’ve taken it, you can’t ever stop. I can’t stand being slow any more.
The only problem there is later on (like level 400+ range) one piece of gear will give the stat cap by itself, so there wouldnt be much point in getting anymore gear, since it wouldnt help you get stronger at all. Then it resorts back to just power and defense like in AR
Which is why I propose that Agility, Attack Speed, and Size all stop receiving buffs depending on the level of the gear. Instead, they only are improved by the base gear itself, and by enchantments—which also would stop scaling based on level.
To do this, though, each gear would need to have at least one stat that would scale. Thus, I’d add more stats to the game, such as…
Clashing Rate | Power (the stat) no longer affects clashing, only this stat and the base damage of the spell or ability.
Its an interesting idea. Considering how we were able to respond to stat changes from wom ( e.g. melee and spell damage being combined into one) adding a few extra shouldnt be too bad, though a few gear sets would need to be rehauled and a few changes made to modifiers. They’d have to come out slowly, though, like warding, insanity and drawback, so as to not overwhelm the meta.
Shadow mage is alright now but it’s going to suck very badly in the far future, methinks
Its lack of synergies means that it mostly will just sit there as your first magic and not do much, or it’ll do all the work while you ignore your stronger magics
Plus, the good stats won’t matter when you’ll get lost magics with potentially better stats than shadow