Lost Fighting Style Idea - Titan's Strength

Lost Fighting Style Idea - Titan's Strength https://forum.arcaneodyssey.dev/uploads/default/optimized/4X/e/2/7/e276f12a8c0786ee886411c6f5002f7ee6021c53_2_1024x1024.jpeg
effort 4.777777777777778 9 quality 4.4 10 reasonability 3.777777777777778 9

Introduction

Hello again it is I, Dracula, back from the dead (or severe procrastination if you wanna be technical)! When I first played the original 3 God of War games, I was introduced to the concept of titans and was fascinated with the idea of such magically and physically powerful beings. Then, when I played Hades, I learned how powerful their blood alone is. That knowledge inspired me to come up with a fighting style that makes the player feel like they are, in some small part as large and unstoppable as a titan. Depending on how significant the effects of this style may be on gameplay, it could fall within the ancient tier.

The inspirations for this idea are simply actual Titans from Greek mythology and various games as well as in the game’s lore, though it’s sparsely mentioned. No links really needed for it this time sorry.

Edit: Way too much drama about this so I’ll say it here. I used AI only to fix minor spelling and grammar mistakes and generate a few references, I didn’t generate this whole idea. If you can’t handle that leave.


Titan’s Strength

“A style that calls upon the legacy of the Titans, the practitioner forcing their body to grow through extreme physical conditioning and expending a great deal of energy, transforming them into a paragon of sheer, immovable might.”


[Mechanics]

  • Users of this style would physically be larger at all times, the amount dependent on their mastery of the style and energy levels. The maximum size increase with the style alone, assuming that meglousia (see the bullet point about Satyrs here) will get added, would be 30% and would additively increase with it to 45%. Should meglousia/mikrousia not get added, the size increase should be at least 30%.

  • This size increase comes with all the same costs and benefits of increasing size with meglousia, that being an increase in attack size and total health at the cost of the player being easier to hit, slower, and having slightly worse high jumps.

  • This passive increase in size is always active even when the style is not equipped, the user’s melee hitboxes and basic attacks with all applicable combat methods scaling proportionally, such as making basic magic projectiles larger. It should be noted however, that all other attacks will not get additional scaling outside the normal increase from player size. (Grab attacks would need a lot of adjusting probably.)

  • All knockback the player receives is reduced a noticeable amount relative to the player’s total size (including meglousia).

  • A main feature of this style is that every technique in this style comes with scaling resistance. It increases both with the user’s size (not including size from meglousia) and with the charge level of the attack, though this would be a pretty small bonus (~10% maxed out). Also, the user’s ultimate techniques would get a little bit of extra resistance from this style compared to the usual that everyone gets.

  • Every single action the player takes that consumes energy, even when the style isn’t equipped, will drain a significant amount more energy than normal relative to the player’s current size (not including size from meglousia), essentially requiring the player to stay on top of their energy levels or risk burning their reserves out too quickly. Even simply standing around your body is burning a lot of calories, increasing passive drain.

  • In addition to an energy drain increase, every action the player takes that consumes stamina will drain a small amount extra based on total size (not including size from meglousia). Being larger is naturally more exhausting and this is a solid way to balance the style and slow the user down further.

  • When the total energy level of the player begins to fall below 50%, all the passive effects of this style will begin to decrease gradually with energy levels, such as the player shrinking, their hitboxes getting smaller, their energy/stamina drain decreasing, and their size-related bonuses fading.

  • Once a player’s strength stat allocation falls below 60%, the style’s maximum size bonus and all related scaling effects gradually diminish. In practice, Titan Strength delivers its full potential only for pure berserker builds, though it still offers meaningful benefits to high‑strength hybrids such as warlords. As these bonuses taper off, the style’s penalties (extra energy and stamina drain, and the severity of low‑energy shrinkage) become less impactful.


[Base Stats]

Damage Speed Size
Decent Very Low Good

Stats are relative to the style tier’s average, such as 1x for base tier. Low < Bad < Weak < Average < Decent < Good < High.


[Dodge Reflex]

  • Special Effect: Damage Reduction (30% at Minimum Size - 60% at Max Size)
  • Instant: No, and this style would have the shortest dodge length of any dodge reflex because of how heavy the player is. This doesn’t scale with size for simplicity of implementation.

For the sake of comparison the highest damage reduction currently on dodge reflexes is metal with 50% and the highest for fighting styles is Iron Leg with 35%.


[VFX/SFX]

The flaunting visual effects of this style would be reminiscent of Earth magic, small pieces of rubble shaking on the ground instead of floating upwards and the user’s skin flushing all over when flaunting as if blood is pumping through their muscles. The explosion effect of flaunting would also crack the ground underneath the user visually. Techniques with this style are mostly translucent with subtle streaks of very bright red. This style causes a lot more screen shake than average for the opponent (this being in VFX and not mechanics because that can obviously just be turned off in settings). At high mastery levels, small and subtle glowing red veins appear on the player’s body when using ultimate attacks or flaunting that flare up in sync with the player’s heartbeat, hinting that the user possesses very special blood empowered further by the style. The imbue visuals for the style would also have glowing red veins of energy floating in the air around the weapon and pulsing with the player’s heartbeat. The equip visuals have those subtle floating veins of red energy around the player’s fists but they only flare brighter more visibly all over the body under the conditions mentioned before

The flaunting sound effect would simply be a deep bassy rumbling with pebbles rattling on the ground and the very, very faint sound of a sourceless choir chiming in mysteriously hidden in the audio, with all techniques fittingly sounding heavy and slow. A big sound effect feature however would be the user’s large, deep heartbeat, which at max mastery very faintly plays at all times that you can only hear if your camera is close enough. This heartbeat would grow much louder when flaunting or during the startup of ultimate techniques (Imagine a user of this style being behind you without you knowing. Minecraft warden flashbacks.)


[Summary]

This fighting style effectively allows the player to live out the fantasy of being an absolute juggernaut, coming with a host of downsides that make them feel slow both when it comes to movement and combat. The player is forced to manage their energy carefully or lose many of the benefits of the style and the increase in size makes it hard to get around in narrow areas. However, the sheer joy in being so tanky and intimidating would outweigh those costs for many players, while those drawbacks would mechanically balance them out. Overall, it’s geared best towards a defensive style rather than offensive, given its very low speed that is easy to parry in PVP and offering lower DPS in PVE compared to other styles. Lastly the constant passive size increase can complement a lot of builds outside just this style and opens up tons of opportunities for cosplays or certain esthetics. The gameplay impact of this style is heavy, and the consequences need to be expressed to the player before choosing to use it.


[Refs]

Size comparison of a regular player (0% size increase), max meglousia player (15%), titan strength (30%), and titan strength with max meglousia (45%).

AI Generated Refs/Suggestion Thumbnail (Mainly Gemini)






How balanced is this fighting style for it being lost tier?
  • GOD SLAYER
  • Slightly Strong
  • Good Enough
  • Slightly Weak
  • Literal Sitting Duck
0 voters
Do you think this style is more lost or ancient tier based on its gameplay impact and overall strength?
  • Lost
  • Ancient
0 voters
Which name/s do you like best for this style? (Multiple Choice)
  • Titan Strength
  • Titan’s Strength
  • Titan Blood
  • Titan’s Blood
  • Primordial Strength
  • Primordial Blood
0 voters

Dear lord you become as big as a Primaris Marine…
My main concern would probably be the dynamic nature of the size, that’d over the course of a fight naturally affect your height over time and thus your max HP. I think it’s better if it was simplified into basing it on the strength stat %.

Something to consider, just because someone’s big doesn’t inherently make them slower. When someone has big legs, when they run, each step goes further than if someone was shorter. So in some cases you can run as fast as a small person with comparatively less effort solely based on that. So something you can lean into is making the running faster, but the bursts in speed cost more stamina (pretty sure you have something like this set up).

The hunger stuff makes sense, but it’s annoying for gameplay. That can go and nothing would really change all too much. The energy drain cost to dashes is enough of a con without adding more drawbacks. At this scale, don’t expect someone to actually be slower in a game where magic’s heavily utilized for actual combat. Especially when the fighting style is tailored for it. Assuming the size is naturally slowing down the player, then the fighting style attack speed shouldn’t be low, because then it’ll stack on each other and you’ll move like a snail and never hit anything even with atk size.

Going through it, I see you added a resistance of sorts when charging attacks. Maybe lean into this more instead focusing on trying to keep the fighting style slow. Something like it takes time to reach a titan’s level of strength, so you gotta charge up your attacks. Maybe the passive could be based on your max size, your charge cap increases by 50% efficiency. So assuming 1.45x size, your cap increases by 1.225x, which means for a 1.33x you can either add or multiply:
Additive → 1 + (0.225 + 0.33) = 1.555x new cap
Multiplicative → 1.33 x 1.225 = 1.62925x or we can round it up to 1.63x

Add an extra 0.5 or 0.25 seconds or something (iirc it takes ~1.5 seconds to max charge normally) to delay this a tiny bit. It’s still be a slow fighting style, but then it’d encourage a charge based playstyle in this example.

I also think the dodge reflex gimmick should be a long burst dodge with massively increased energy costs instead of just a short dodge. These are just my thoughts though.

1 Like

While the concept of a style impacting gameplay beyond combat is certainly neat, most areas probably aren’t built for such drastic changes in size (like you addressed in your post.) There is also the risk of this style resulting in attacks becoming a little too big for their tier, especially when you factor in the existence of hybrids and their absurd move sizes.

Also, steering a boat would look really goofy with that much height but that’s a nothing burger issue really

1 Like

Sounds like ileg but with a big “pls hit me” sign, maybe.. something different that only increase your size could be better? ^_^"
After all, ileg and satyr stuff are already a thing in ao

Some absolutely valid points I’ll definitely be considering later on but I do want to get more feedback and let more people see what I’ve got here first before I start making any changes. I like your idea of extending the power and duration of charging techniques but I do think that may somewhat step on the foot of Impact Fist gameplay-wise? I added the hunger drawback because I wanted the style to really feel draining for the player but I’ll definitely consider some alternatives if enough people dislike it. With the new system though it’s not hard to get a lot of satiety with good meals and not have to worry too often. Just might burn through your food supplies a lot faster. On the attack speed point, honestly valid, was just trying to figure out what stat balance I think would be thematically fitting and not overpowered.

Edit: On not being able to really catch your opponent with the low speed and attack speed, your attacks would be scaling pretty dang large so you may not have to if they aren’t sniping you. Sniping could just be the style’s counter playstyle.

Pfff, did not think of the ship steering thing. Imagine a max size player in a rowboat, thing would sink like a rock. The crazy potential for huge attacks is intentional though, given the plethora of downsides I stacked on this thing. If you stretch your stat points too thin you’ll also just get way less benefits from it. Could up the threshold to like 80% but then the warlords would be sad.

I just realized I did something very stupid. The style’s exceptional clashing ability was meant to be one of the core focuses of the style since clashing complements defensive playstyles exceptionally well and I straight up forgot about it. Well if I do redesign it that will definitely be a strong contender for a mechanic, though I suppose shatter magic is supposed to have that covered.

ngl, for some reason i thought of a cool name that wasnt even on the poll: Primordial Being. anyone else thinks that sounds cool? (probally not actually)

Get instant replied. Nah but, I mean that’s a solid name, though it kinda insinuates that the user is ancient which doesn’t make the most sense for a fighting style you can obtain.

itd probally sound better if it was Primordial Being Style or Primordial Being Fighting Style

i mean the style makes you feel like a titan so it kinda fits?

The size increase might have issues, but overall seems like a very intresting fighting style. Due to how it changes gameplay and sheer strength it has, it can’t be placed lower than ancient tier

1 Like

sounds cool but is impossible to ever be implemented into arcane oddssey

Had to be one person with useless feedback giving me a bad rating. Well whatever.

not my fault you’re lost in your own mind and decided to suggest something that is physically impossible to add in, alongside IRRELEVANT and CONFLICTING to the lore, something Vetex has priority to.

cry me a river :pray:

Not a single thing you just said in this or your previous comment are even remotely correct. Size altering methods are already planned and exist in lore, there are characters that are naturally larger from genetics, titans are mentioned in the lore with many being imprisoned in present day and Prometheus literally being one, allowing the player to be physically larger and have their attacks scale up isn’t just possible to program (because I mean, how would it be impossible to begin with when plenty of Roblox games scale the player in all sorts of ways) but was literally already planned! If you’re talking about the lore implications of the player emulating the strength of titans, that’s more than possible for a character to do, especially the main character who is already evidently closely tied to the gods and/or titans in lore. Not like I ever said your character explicitly just becomes a titan or something.

I mean this has gotta be bait. Someone cannot be this ignorant surely! If by impossible you mean that you think the issues players would experience being large would make it too impractical to add, there are plenty of solutions to that issue that could be done. Regardless that has nothing to do with the actual feasibility of the suggestion I’ve presented, and all you’ve done is give bad takes. Ratio this man.

1 Like

Through potions. Not through fighting styles, Through Potions. And these size boosts are not THAT larger. So a stackable size increase or anything that COULD result in that is NEVER happening. Think lil bro.

3 iq moment. We are explicitly NOT one of these buddy :rofl::rofl::rofl:
Vetex atp has practically confirmed we are a legacy, of zeus. We are not tall, neither are we of titan-blood. (dont even bother say “b-b-b-ut zeus’ papa was a titan!!1!” cuz thats not how it works)

Debunked my 2 above points

Not my fault you are oblivious to how games work and you decided to waste your time yapping on abt a pretty mediocre concept at face value, fattened up by ai art and features that can never be put into AO since they conflict with other features that are/will be ingame or the lore. :moyai:

who tf does bro think he is :rofl::rofl: (respectfully, you’re a nobody chill tf out yo :sob:)
holy morock hes a dunce bro :skull:

So far you’ve been close-minded, extreme in your beliefs, and lacking in imagination. Possessing the blood of a titan or being related to titans is not the same as copying their power. It’s in the description of the style my guy.

In other words, the user of this style uses the lore and stories of titans and their physical strength to try and tap into the power of titans, conditioning their body and using their immense aura to do so resulting in that magical energy making them grow larger at a significant cost to their energy (hence the increased energy cost of everything and passive energy drain). Fruit can permanently grow from magical energy seeping into them, why can’t a person with lost (based on the poll ancient even) tier levels of power achieve a similar, semi-permanent effect? Magical effects that follow the will of the user are all over the place in the game’s mechanics and lore, it’s 100% possible to do. If a magic potion can do it, so can someone very powerful explicitly trained to. You’re acting like 30% is 200% or something. Why do I get the feeling you didn’t even read the whole suggestion? Oh right, because history repeats itself.

1 Like

AI for a suggestion

8 Likes

I conceived, designed, and wrote 99% of this suggestion without AI. The only time I used AI was a grammar checker (which was mostly just yelling at me for proper comma use), the refs just to visualize the VFX, and rephrasing the last mechanic in that section because I couldn’t find a way to say it more clearly. If you guys don’t like AI that’s just a whole off-topic discussion, but it had no influence on my idea. Would love to see one of you make a suggestion you worked hard on for hours just for it to get shit on by random people yelling at you incoherently and mocking every decision you make. I see why Vetex hates a lot of this community.

yapyapyap yo shit will never be considered
MOROCK TECHNIQUE 921: SYBAU!!!