I’m honestly shocked that I’ve seen nobody talking about this. So many magics are affected by this change, and this will absolutely toss up people’s plans and expectations completely.
Some examples of magics heavily affected by this change:
Lightning’s 25% increased damage against soaked targets, down to 10%.
Earth’s 30% increased damage against bleeding targets, down to 10%.
Wood’s 30% increased damage against scorched or burning targets, down to 10%.
Metal, Earth, Lightning, and Crystal’s huge damage increases against frozen targets, all down to 20%.
Many, many more examples.
This is a massive hit to Mage, and a smaller hit to Conjurer and Warlock. High damage interactions practically just got wiped out in their entirety. At least there is somewhat of a saving grace, that being that negative interactions no longer exist for the user.
Thoughts on these changes overall? Testers have been saying Mage is the meta for months now. Did it need a nerf this large?
These changes are pretty revolutionary cause it destroys everything we thought we knew about magic
It’ll be exciting to see how it plays, plus I’m looking forward to people just choosing whatever they want and not being forced to go for a select few viable combos cause it increases their damage by 80%
honestly, at first i was shitting bricks thinking mage was just completely shafted, but now i think this is more of a nice chance since i can pick some things that wouldn’t synergize well, but still have fun with said magics
although some support magics that were only used for their status and damage boosts (mainly the cold magics like water and ice ) seem like they’ll be not as good anymore just because damage nerf and the status effects won’t be as useful anymore.
I agree. I think this will allow for way more variety.
This change fundamentally changes the process for selecting and using magics. It’s no longer even close to as much about choosing your interactions and forming your build around that, those are now simply a small bonus; it’s about choosing magics that you enjoy the stats and visuals of, further reinforced by the removal of user-inflicted negative damage interactions.
It’s interesting to say the least. While it does remove some Magic’s identity, it promotes not metamancing and picking what you like. With Mage, maybe it’s not that bad considering blasts got a 20% speed buff as a whole, but yeah admittedly I thought the nerf only applied to imbuing
I do really like the negative synergies not affecting you, it gives a lot more purpose to run whatever you find cool or fitting regardless. I would 100% now run Fire Wind or Fire Water
Couldn’t agree more with my intrigue into the whole negative synergies no longer affecting the user rabbit hole. For example, if a Magma user wants an option that is powerful in the water and is noticeably faster than their incredibly slow magic, their only option isn’t Acid anymore; why not go Water? If a Snow user wants to use a slower, heavier magic that can bring some great damage to the table, going Crystal is now viable since they’re not getting hard punished just for using their options.
Saying Water was gunna be S tier in AO if it kept its WoM stats would have been an understatement, was quite literally the most braindead magic in the game. Damage was good and you didn’t even have to try to aim. Shit did it for you.