Hey there, former AA player here, im ViniciusAg, and im in a love and hate situation with Wind magic.
For once, the knockback is so fun to play with, but in a already low damage magic feels overwhelming not to focus only in Hp and damage, I personally think it lost its essence of a strong gimmick magic that it was in Aa, I was a wind fire mage back at the day, and wind magic felt like this physical Punch magic, everything was felt, other than earth it was the most impact full magic for your gameplay itself, but in Ao it seems like a funny fast magic, I feel like its magic its lost on its own ideia, what do you guys think, is it still viable, or do you think we should start suggesting a wind Rework
unironically one of the top tier magics, dont think its quite S tier anymore like it used to be but id argue for a high A tier, with good synergy with one of the best magics in the game (snow)
wind is an amazing imbue and also quite popular, ive seen many many wind conjurers who love playing it, but as for mages yes snow is really one of the few combinations that actually work with wind alongside id say plasma and i guess ice but snow is just a better ice tbh
also it still has its kb so im not sure what the exact “essence” youre trying to achieve is
When I think about wind magic, I think about high impact moves, the wind gust on the last tier (the one that had two circles) used to do a fast but small knockback, and the ultimate used to fling everyone in a big radius, the wind Explosion used to fly people so high that they would have to waste their dash to not get hit by a following hit, wind used to be the well rounded magic, wich now is… Shadow?
It used to have decent speed, normal damage and high speed, and work by itself, now it feels like its one of the most secondary magic reliant to work (snow)
maybe its just because winds my primary but i find myself using it far more often than snow, i really only use snow to apply the status to buff my wind more
Personally I would bring its power to be the same as light, keep the speed, and change how knockback work, since we dont have the stats anymore I think that the knockback should come form how long you charge the move + a flat amount per magic spell level, add some new interactions, like a new interaction with sand (sandstorm hurt people’s eyes so id make it do damage for when you hit a sandy target with wind) fire up, whenever lunching a windgust on a fire target or in a object on fire consumes all the fire and aply the Dot if its on a player instantly but only 60% of it, it would make for some diverse builds
not sure how much the balance team would like this, but since its my main id obviously be down for a damage buff but i dont really think it needs one tbh
i assume by the second part, you’re referring to spell tiers, in which case i think it does scale with them (though id have to be fact checked), and also first part is kind of useless because sadly charging moves is not very popular as opposed to just spamming them, there are jewels that affect it too though iirc
ooh this is actually a unique idea though this doesnt really accomplish making it a good standalone magic like i think you wanted it to be (since you keep talking about how its just a complement to snow)
What do you mean? Builds only consist of metal, lightning, and light/shadow. What are you talking about?
We never had build diversity. Not in this game. While vetex is doing his damnest to make this a good game, the balance team fucks over anything outside of what they use, and even then nothing is truly safe.