Restructure Metal

Restructure Metal
effort 5.0 3 quality 3.0 1 reasonability 3.5 2

Alter metal to be more unique than it is currently

This is much more intensive a change than a combat balance change like damage numbers, therefor its put into its own suggestion

Details/background on your proposal

Reduce metal’s clash impact, and general power. Its metal, and while metal is sturdy, it feels too lopsided.

Remove Bleed, most of metals attacks look blunt, smooth, and not sharp.

Give it more either disadvantageous interactions or outright clash weaknesses.

It gains a neutral interaction with plasma

It gains a neutral interaction with explosion, but explosion gains the unique interaction that depending on the power, can stop or even repel metal blasts and beams

Acid instead gets a 1.15 advantage on metal, if metal interacts with it and doesn’t lose the clash, it becomes “Rusted” and will deal much less damage.

air and metal no longer “clash” at all, air will flow around metal and slow it down blasts to the degree it may fall to the ground.

Fire and metal no longer “clash” at all, fire will pass through metal and turn it red hot. The fire projectile will reduce in size however.

Electricity will interact with metal magic, and pass directly through. Metal will gain an electrified property, though much weaker than the actual thing. (details below)

Instead give metal a unique property, where its conductive. It conducts Heat, Cold, and Electricity.

This “conductive” system instead gives metal the ability to adapt.

The Conductivity System

If the metal is hit by lightning or any future electrical based lost magics it becomes electrified and the lightning passes through.

In extremely hot or cold environments, the metal will glow red, or gain frost on its surface.
When a person is hit in this state and it does 5% or more damage, it will pass along a weaker version of the intended effect.

The metal itself can also be temperature adjusted by clashing against hot or cold magics, allowing the temperature to be adjusted

Seared is a weaker damage version and deals 4% of the total damage of the attack over 8 seconds. It cannot trigger Petrified. Thermo-Fist users that have at least half heat are immune to this effect.
It is also applied to metal when clashing with:

  • Fire
  • Magma (if it survives the clash)
  • Plasma
  • Explosion

Chilled, gives the screen effect similar to freezing for 6 seconds, and applies a slow effect for 2 seconds. It does not trigger frozen.

It is also applied to metal when clashing with:

  • Ice
  • Snow

Shocked stuns an opponent for 1 second, and applies a 3 second inability to dash or high jump.
It is exclusively applied when metal clashes with lightning

It does not get the damage bonus that heat or cold based magics get in extreme temperatures.
The idea is that the system is baked into the magic, and it gains the effects from it rather than damage

The effect is passive for weapons or fighting styles that are imbued with metal. extreme temperatures (including those applied via thermo fist) will pass along the effect similar to other imbuement status effects.

The conductivity can also be given to an imbued weapon/fighting style if the user is currently experiencing burning, scorched, melting, charred, singed, Scalded, seared, snowy, and freezing.

Shocking another metal user can apply the electrified conductivity to a metal conjurer’s imbuements

Even though the player is unable to do anything, paralyzed, petrified, and frozen does apply the respective effects.

Reason to add/change

as a metal main, metal is a problem, if it isnt already one its going to become one as the game continues on. It needs to be dealt with.

Metal right now is kinda, generic. Its got bleed but it feels like the Little mac of the magic system. Alot of power but it struggles in many other aspects to the point that it feels overpowered to quite a few and semi-annoying. Its the outlier to the system that has alot of depth.

I feel metal should instead be an “Adaptive” magic, instead of just stronger earth (it pretty much is) Its a property that only metal can really do, and instead of powerful offensive properties it gains unique defensive ones. Not to mention bleed should really stick with crystal and glass.

I think the main flaw with metals current state is that it exists simply to be a lopsided extreme to the robust and generally balanced system. Its an unneccesary niche that deserves to be left behind.

The fact that metal magic is a major if not technically the sole reason pulsar became so bad that Vetex had to nerf it. (along side a crippling parry deficiency but my point stands)

Metal can be so much more unique and less of a problem that has to be designed and tiptoed around instead of dealt with in a unique way that only metal has the potential for.

5 Likes

metal is good as it is

it was originally meant to be rewarding for players who can predict, dealing high DMG+bleed while being very slow, metal doesn’t need a rework imo

i disagree, though i see your point. Personally I think earth is the best example of what your talking about.

While metal is this concept taken to an extreme too far to the point its now become an issue. Like with metal pulsar.

1 Like

I mean, it’s a good idea and it’s cool, but Vetex for one:

prob doesnt look at suggestions
if he did wouldnt do high effort ones like yours

I’d be happy if it were added, but I know it won’t. A man can dream can’t he?

Cool idea but IDK what to make of this. Do think that it would be cool if there were more interactions in general that were goofy, like fire melting rock, crystal, and metal into a magma-like substance.

On a similar note imagine if iron weaponry and armor acted like they were actually metal and had metal properties. Would be hell to balance, especially since visuals hide them, but sounds fun.

yes

Would be cool as a lost magic for a compromise, since yeah this goes against the idea of metal gameplay wise. I can’t think of anything cool though, maybe “Conductor’s Metal”, or “Steel” or “Insulator” or something IDK.

1 Like

It is literally mods’ jobs to look at suggestions and then inform vetex of ones that could prove useful to the game as a whole

you say metal is generic as if that wasnt basically the point of all base magics. i wouldnt even expect a lost magic to have those kinds of weirdly complex interactions that dont really do much, so no way a base magic would get all that

im really not expecting much if any of this to be added

2 Likes

I say its generic because it basically does earth’s niche again but more extremely lopsided.

To your argument that interations of that level don’t happen,
id point out how sand can be turned into glass,
water turns magma into obsidian and nullifies it.
Magma can evaporate acid and water.
Water makes acid puddles bigger
Poison absorbs light attacks for some reason
Magma puddles delete sand

and alot more random complex interactions exist other than that too.

tempurature already affects magic, and stuff like water actually gets 1.25x AOE when underwater which is an entirely unique mechanic exclusive to water. Nothing about what ive suggested other than the work involved with codifying it (which would apply to almost any suggestion) is unheard of in the game

The only argument against weirdly complex interations you have is that technically no interaction exists yet that makes a magic completely ignore another magic and pass through eachother.

its not, acid, ice, lightning and water all have it
and yeah i know theres a ton of mostly useless interactions from world of magic, but its no longer purely a magic game nor is there time to waste for that especially if its just to end up barely changing metal, just making it a tiny bit more situational and realistic.
like man you are asking for like 10 new unique minor interactions for one magic, which isnt even supposed to be super special or anything, just the beefiest of the gang (one needed to fit that role either way)

If you read my suggestion, it isn’t barely changing it, its altering its clashes with several of the most popular elements. Adding more weaknesses, lowering its power and destructiveness. Getting rid of its ability to induce bleed, and reducing its damage.

supplementing the nerfs with a mechanic thats something only metal can really do, conduct.

Arguably the electricity is the most useless niche part of it and can be ignored, but i think a metal that changes somewhat depending on whether its hot or cold is a great idea.

Its not a stretch considering many magics do gain more damage whether its hot or cold, just not both. though the change isnt damage and is instead adapting its status effect.

this is more of a lost magic with all the status effects and the special conduction system you put on it, also it seems kinda hard to code.

maybe it could be a part of a “conductor” magic

“Reflector”, maybe even reworked shatter

This suggestion is pretty complicated, maybe too complicated since I sort of skimmed it, but I think it is a good rework to a badly balanced magic. Anything that is sometimes really good and sometimes really bad is never well balanced. The current metal is theoretically balanced, however Vetex brought the idea of a high dmg but slow magic to the extreme and now it’s incredibly difficult to balance sometimes that either steamrolls everything or misses every shot. The idea of making metal a versatile magic like fire (and maybe water idk I’ve never picked either of these) while keeping the high dmg theming sounds very good.

i fail to see the complexity of it.

Ignoring the electricity interaction.

Its just a magic that gets a different effect when its hot or cold.

Its no more complex than the temperature system itself, or those compound effects that require two different magics or specific scenarios to activate, like petrify and frozen.

Its clashing power is lowered, gets some weaknesses and its damage brought down a bit, and it gets debuffs to compensate.

Maybe I made it sound too complex but boiling it down, its just that when player temp is hot, metal gets a weaker burn effect, and when its too cold, metal gets a slowdown effect.

Spells already react to player temp, this is not any different, the only totally unique thing is that clashing with metal using hot magic turns it into hot metal regardless of player temp, same goes for cold magics.

Even then, lightning turns sand into glass, and water turns magma into obsidian. Its not unheard of.

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