While all magics were designed to be relatively balanced with each other, with the general trend of faster magics dealing less damage & clashing worse and slower magics dealing more damage & clashing better, some magics are a pretty unpopular choice from what I’ve seen in the open test. I’ve hardly seen any wood, water, earth, or acid users in the open test. Even though they seem pretty good in my opinion depending on how you use them, they weren’t very used.
So this leaves the question, which magic(s) do you believe needs to be buffed/nerfed the most? Or are all magics equally balanced as is?
I believe that the magic that could use the most balancing is Wood. It is sorta balanced as is, but based on its stats and clashing advantages, it just seems to be a hardly faster, less destructive, and less damaging Earth with limited combo potential. It isn’t like the relationship between Shadow and Light since Light goes quite a bit faster than Shadow to make up for its lack of destruction damage. It would be nice if Wood went as fast as Ice to make up for how much worse it is for clashing compared to Earth.
For a quick overview of each magic, you can check out this document for their stats:
i’d like iron clashing with earth to be reduced to 1.2x advantage down from 1.3x clashing advantage, but the rest looks ok
EDIT: the reason i want it to get lowered from 1.3x is because wood and earth has the same clashing advantage, but when you think about it, rock is more durable than wood in the real world
Change clashes between iron, earth and paper if you know what I mean.
Well ok to be serious maybe change the frozen mechanic, because I believe it will be really hard to use later during 1v1. You have to hit with water, hit with ice (or ice then wind), then hit with a magic that is strong against frozen people, which are generally pretty slow like earth and iron, before your opponent cast anything while frozen. If you aren’t teaming with someone, I dont think combos like this will work very often except when your target panic and forgets how to cancel the frozen effect. Also I believe you can charge a spell before being frozen then release it as soon as you become frozen to make it last even less time. Maybe a set duration that could be better.
Also I do understand that frozen combos may be pretty op when teaming with people, like if you cause the frozen effect while someone else is already casting an ice breaking spell. but it also only targets one person, so it can’t be that op if its a fair fight, or at least i hope so.
Nerf lightning. It has three traits that make it ridiculously good. It has insane destructive power, it’s almost as fast as light, and it does a lot of damage despite having the other two traits. It doesn’t follow the usual magic trait trinity rules where you pick 2. While I get that a magic with all three traits should definitely exist, it shouldn’t have all three traits to this extreme, especially when it is actually better in every aspect compared to another magic (shadow)
Actually, it does the same damage as light. It’s an overall low damaging magic but if you go full power then it is quite ridiculous since you can paralyze people.
I used wood mainly last test (although mostly i used a sword) and i thought it felt fine only thing that was holding me back from using it a lot in pvp was lag and how much it delayed the explosion moves.
I think it needs at least a small nerf. It deals incredibly high DoT even if it is over 20 seconds, essentially stopping the enemy’s health regeneration during that time. There is no real counterplay to getting hit by poison due to only Wind being able to clear the status effect. Being poisoned also makes a lot of other spell types deal more damage without clearing its lengthy DoT. Plus, poison makes clouds which aren’t as easy to avoid as puddles are since they can be suspended in the air.
Because the poisoned status effect is so good, maybe the initial damage of poison could be reduced since it doesn’t have a speed disadvantage unlike heavy damaging magics like Iron and Magma. It also makes sense to do since the DoT deals almost enough damage of the initial attack, so lowering its damage multiplier from 0.9x to 0.8x would be a good balance.
I just want the poison cloud effect of blocking light magic to be removed, what that does is basically make poison users immune to it if they aim a blast at their feet, and that’s dummy busted.
do all magics cost the same mana, if wood is so plain and doesn’t excel anywhere then make it use less than the rest for spells so atleast itll have that going for it.
Are you guys able to even hit attacks with slow magics like Earth cause it was nearly impossible for my earth explosions to land while a paper user’s explosion was near instant and did MORE damage than me because he needed a smaller explosion size.
Now that I’ve expirienced gameplay first hand a bit more, I can say with confidence that magics with DoTs are quite a bit stronger than magics without consistent DoT (bleeding). I use crystal and wood and both have felt very much weaker when gone against something like poison and fire. Some type of balancing could definitely be used here<