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Post by LdaQuirm on Nov 28, 2013 15:26:05 GMT -8
Possibly overpowered spell combination: (enchantment)
Owlbear-trap, minisun, spidersilk, any other, esp: (crystalball | rock | bouncy ball)
Please don't TOTALLY nerf it like you did spidersilk+optic lens+ shell. Or chaos butterfly based spells. T_T
But as it currently stands, even I think its a bit overpowered.
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Laddo D
Magicmaker Developer
Magicmaker Maker
Posts: 215
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Post by Laddo D on Nov 30, 2013 1:54:23 GMT -8
Aight, we'll take a look at this and see what we can do.
Thanks for finding this.
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Post by amimai on Oct 13, 2014 13:00:52 GMT -8
this is my most OP build wand : teleport warp drive (lets me go wherever i want on the map and dodge evrything) spell 1 : regen nuke (instantly recover any non-fatal damage) spell 2 : Death ray (simple - point and everything dies) robe : stealth + flying + double cast + power boost the teleport flight and power boost synergies into an ungodly monstrosity that gives me a constant 60% more damage and insane levels of speed the spells annihilate everything i encounter (i killed the last boss in 10 seconds taking no damage) not sure how you would fix this though, i made this build specificly so its most OP . it in action:
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Laddo D
Magicmaker Developer
Magicmaker Maker
Posts: 215
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Post by Laddo D on Oct 14, 2014 16:59:34 GMT -8
Thanks for bringing this to our attention. We'll check it out and see what we can do.
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Post by John on Nov 7, 2014 2:24:27 GMT -8
It's ok to Nerf the spells, but don't nerf it to the point that it removes the creative idea that was thought of in making the certain spell
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Laddo D
Magicmaker Developer
Magicmaker Maker
Posts: 215
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Post by Laddo D on Nov 8, 2014 17:14:37 GMT -8
Don't worry, we love these combinations too, so we always try to maintain a combo's usefulness even while nerfing it.
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Post by Piratebear on Mar 21, 2015 8:06:12 GMT -8
A bit late, I reckon. Glad it hasn't been nerfed as the Doomsday spells are what brought me through half of my games before I decided to opt for less powerful spells. Aw man, I feel torn. On the one hand, Doomsday is far too powerful, on the other, I find this to be hilarious. What is Doomsday? Basically what John said. My personal room cleaning preference: Enchant: [Trap + Silk + Shell + Minisun] + Butterfly + Monday + Slime I love the randomness of butterfly, the slow speedup and ensuing chaos and the slime is a recent discovery. A part of the damage spreads into other areas via those creeping projectiles. This stuff is completely OP and rocks bosses in seconds. Nerfing needs to be done carefully. Most of the overpower comes from synergies. Shell has a high power end power but requires the projectile to travel a certain time. Monday requires the projectile to sit still for that time period so it splits from the beginning. Silk creates clones that linger for a bit before expiring. They do not trigger projectile effects such as AoE, they just expire. Butterfly mobilizes the clones which is ultra-cool but also increases the mass of active projectiles which actually do have on-hit effects. Trap is rarely useful except when paired with Minisun. Minisun is weak on its own as the projectile expires before doing damage, Trap enables its damage potential. Minisun isn't all too powerful in one projectile. It's the overlapping auras that cause the damage. Silk and Shell multiply the damage a lot. Butterfly increases power over time which is usually not that much. It is with Monday. Monday disables Butterfly until projectiles have reached max power which means 3 seconds of stable flight before randomness kicks in while the Butterfly power goes up in addition to Monday's boost. Part of the gap also comes from Silk clones not having effects while active projectiles do. They probably should, it would make balancing them much easier. Imagine a projectile spawning lots of explosions on its way. One suggestion is to decrease the power of each clone depending on the amount of clones spawned by the spell. Right now, with only Silk + Butterfly + Powder, I fill a room with 20 clones that each deal 80% damage. This is most notable on Minisun. Basically, and that is beautiful in some way, we're combining all sorts of synergies for maximum effect. This is akin to Diamond Robe eliminating knockback, giving Repulsor spells added power without the knockback. --- The most important thing here is that it is a singleplayer game which allows that sort of freedom. I killed Azazel with a death ray that froze her in place while slowly increasing the execution buildup. This is actually rewarding because we take an idea and make it happen, a bit like the game promised initially. I would probably not want to nerf spell combos, rather buff others. For instance, Artichoke + Guillotine do not work as crits don't count for Execution Buildup. This limits the amount of combinations that make sense. Or Vaccuum. It seems to pull enemies twice or so before ceasing its effect. A black hole spell would be dope but it only works if the pull is maintained. Otherwise it just throws enemies through the room and into the player's face. Powder could decrease AoE power by radius as area increases squared. This would also allow Lightning Rod arcs to make more sense. Generally, why not make Lightning shock enemies in intervals rather than on collision? Slow-moving orb that zaps everything? I would want that. Harpy Feather doesn't seem to stack. I wanted to create a Hadouken that knocks everything into oblivion. Self-knockback via Repulsor works. 4x Harpy only lightly pushes enemies away. I didn't notice collision damage. Philosopher's Stone only works in combination with Boomerang and rarely makes sense in my opinion. Since there are usually more powerful options at no additional mana cost, Philstone rarely fits into my spell options. Example: Shell is +350% after a sec, Dust is +187,5% at close range, Philstone is +125% but costs 6x mana on average. Minions need more life time. With only 5 seconds or so they only serve as homing ground-based projectiles and the most effective way to use them is via a mass spawner (Necrom-nomicon, Turret, Dust, Shell, Silk) which slows fps to a crawl but wipes out anything. Same concept as with the Doomsday spells only less effective in my opinion. Fire is very weak. I've tried to make a flamethrower to kill fairies with but there isn't really a way for me to do that. Direct damage goes into the thousands but even with Enchantment, getting fire damage to be of significance is practically impossible. Poison stacks, fire does not. Since fire doesn't deal any significant damage, the advantage of it spreading between enemies doesn't really cut it. Aight. Figures I'm not a good feedback person. I only point at stuff. Also, 7 slots for spells is not enough for the dreams I have in mind. Moar pls. Magicmaker 2 perhaps?
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Post by Piratebear on Mar 21, 2015 8:26:11 GMT -8
...
Also, concerning teleport, I also think it is the most useful / only actually useful application for the wand. Teleporting is ultra-fast, allows for damage / resistance buffs, bypasses obstacles, is the most controllable way of movement, allows flight, costs nothing and is generally just preferable in pretty much every way.
I wouldn't want this to receive a crippling nerf but I figured it makes the game seriously easy. I've practically speedrun two New Game+ episodes in my struggle for power.
The problem is that wands deal practically no damage. No matter how you blow them up, the damage is negligible. So wands are limited to utility. The essential uses are tagging (fire, poison, more damage), knockback and movement. Movement via Repulsor or teleport, that is.
Teleport gives that permanent buff mentioned by OP. Even though that's basically shooting my own foot, I recommend resetting the buff stack on a teleport as if the player has moved.
Moreover, teleport movement is hardcore fast with practically no downside. I use a similar build as Wings + Rift allow for speedy zooming around. Wings only reduce damage which is redundant on a utility wand. Mayhaps reduce power effect (teleport range) with Wings equipped.
Another maybe too significant nerf would be an added mana cost (maybe only on bypassing walls) and I'm not sure I'd like that.
Or reduce accuracy of jumps in favor of standard movement. Teleportation is precise and fast and pretty much the one thing to go for as nothing can rival it.
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Post by Whoa Constrictor on Mar 23, 2015 10:54:19 GMT -8
Speaking to spell balance, my philosophy is this: There are going to be outlier spells that melt the biggest HP bars in the game in seconds (or less!). If a player figures out the most efficient damage hose spell, then they were designing for damage, and that is their appropriate reward. The health bars in question are supposed to be balanced around the player having a slightly-above-average damage tool at their disposal. This allows players who try things that aren't Silk Minion or Philosopher's Quiver and still be able to complete the game and have fun with their creation.
New Game+[++] is intentionally unbalanced. It's "close", but as you add more +s, things start dipping into insanity. And it's a lot of fun that way! There is absolutely no way NG+ could realistically be balanced- even at the original 4 spell slots, monster health to potential player damage out rests at a very blurry "good enough" because the range of damage spells are capable of is so wide. By the time you get to 7 spells slots, 6-digit damage becomes totally possible. Those SAME seven slots can make something that deals 100-300 damage. Where would one even begin to define a midpoint or average to scale enemy health around?
As you mentioned, since it is a single-player game, what "balance" means is completely different from say a multiplayer context. If there was an online wizard battle, yeah we'd constrict the hell out of damage ranges. But since people aren't actively ruining eachother's days with broken spells, we're content to let players have fun with whatever they cook up.
Artichoke crits only multiply direct damage, this is intended. If crits affected spellpower, a lot of weird interactions could start happening. The extra crit damage still technically synergizes with execute since it brings them that much closer to the execute threshold.
This appears to happen when the gravity of your spell is incredibly high. Vacuum spells constantly affect enemies in its radius, but when they are slung out of its AoE by intense forces, then you get the monster-flinging you describe.
That does sound really cool.
I tested this, stacking feathers does work and knocks enemies considerably far away, especially when enchanted. Are you putting them on your wand? Knockback distance is dependant on spell power, which wands have very little.
The lack of collision damage is a bug- thanks for pointing it out. It should be fixed in the next update.
There's quite a few other materials Philo combos with. Keep experimenting!
One of the most notable things that Philo does is boost spell power. Anything with an orange-colored effect will scale very strongly with a philo addition. Enchant for additional chaos!
Minions last plenty long if you consider you can re-cast them every half second. The potential value of a long-lasting minion is incredibly tricky to balance around, and also tend to create performance issues. This is also part of the reason slimes last so briefly- because the player is able to make a ton of them with silk, and we need to be able to get rid of them for performance reasons.
Interestingly enough, I've lately gotten a ton of feedback that fire is OP. I think this is really a case of "to each their own". A well-placed fire spell can get a ton of value out of spreading, and only requires a single cast (mana efficiency), where poison starts out weaker and requires several casts. Fire also has the added utility of cooking through ice in the cavern zone. Finally, an enemy can be both burned AND poisoned, so you can utilize the two effects for even more damage over time.
Wands are specifically designed for two things: giving new players a reliable but limited damage tool for their first steps into the game, and then transitioning into a utility slot for the player. Movement, illumination, and other setups are perfect for the wand. Some players prefer to use their robe for mobility- it all depends on their build and what they prefer.
A teleport spell (not wand!) technically provides a greater amount of control since it allows you to jump a far greater distance without gravity or other effects happening between jumps, but comes with the obvious costs of mana and a spell slot. Again, it really comes down to preference.
At the end of the day, teleport is fun, and nerfing it would needlessly reduce fun. Some players find it hard to control high-speed teleporting, and that's totally okay too- they can spend their extra spell/wand slot doing something that appeals to them. I don't want to keep echoing myself, but to each their own. It sounds like you found something that is fun and effective to you, and that's great! Have fun with the game, and make stuff that you like.
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Post by oleker on Feb 13, 2016 19:10:46 GMT -8
Vampire Tooth Spider Silk Soul Contract Minisun Owlbear Trap Chaos Butterfly
New Game ++ doing over 10k damage per second. As an enchantment the spell deals 345.2 dmg/s with trail, trap and butterflys boost. Really easy to stack traps on each other.
[EDIT] The following one is even more broken...
Cristal Ball Philosopher Stone Repulsor Energy Spider Silk Chaos Buttler Fly Extract Of Monday
The problem here is the combo with butterfly and extract. The random change on 0.1 secs and the very slow speed up stack up to bizarre damage boost. Add that with the homming force to 99% hit chance.
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Post by malroth on Apr 16, 2016 19:59:51 GMT -8
Laser+Bounce+Knockback+Shell on a wand with enchantment on and +Knockback on robe, was flinging practice dummies for 3000+ Fun as heck and utterly devistates normal enemies but6 doesn't affect bosses
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Post by Kami-sama on Aug 4, 2016 8:57:01 GMT -8
I really can't believe this hasn't been fixed yet xD (not i havent played since the last 2 updates or so, but since i didn't read it in the patch notes i assume it is not fixed)
On robes, the damage reduction when standing still can be 100% or beyond, however teleporting does not count as movement and maxed feathers allow you to stand safely in midair.
So basicly you would just use a teleport spell to relocate across the map in midair while being completely invulnerable.
The obvious balance issue with being immortal aside, you can see how this would make for Free and overpowered spells if you use Soulcontract on everything.
And don't worry, I still have completely different immortality builds that arent this obvious... I won't reveal them yet, though, because I am not ready to see them go. If you find any of it without my help though, good on you.
Here's a tip: one way to become immortal only requires the starting number of spellslots and none of the newest set of materials. Basicly, it always existed.
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Post by Kami-sama on Aug 4, 2016 9:19:26 GMT -8
Never mind...
Appearently Whoa Constrictor already knows this one. I periodicly search the u-tubez for people who find stuff out, and my first actual find ever is a youtuber that claims Whoa constrictor himself showed him this immortality build.
Shouldn't have said anything, is it meant to be for anyone to discover? If so, please delete my previous post!
Also, since I dont visit the forums often, I will post a hint on the other immortality builds every time I come here.
Theres two others I know of
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Post by Kami-sama on Aug 13, 2016 6:13:31 GMT -8
No answer yet I see... I would have liked a statement to this one, especially with the knowledge the devs are fine with this absolute balance annihilator.
But here, as promised, the second hint to godmode build number 2:
There is a material that reduces all damage taken WITHOUT BEING BUILT INTO A ROBE. I use it on a wand.
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Kami-senpais-notice-me-pls
Guest
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Post by Kami-senpais-notice-me-pls on Oct 31, 2016 13:27:55 GMT -8
Eh, it's been a while since i've been here.
So heres the Full secret for the second god mode build. I call it the Meteor Juggernaut.
Using bouncy ball on robes with Repulsor enrgy on a wand knocking you back actually makes you immortal as well as resemble a fiery meteor. Like the Juggernaut, any momentum provided by the Repulsor Energy gives the player a certain damage reduction, which easily becomes.... a whole lot... it can easily compete with absolute immortality, and you keep that momentum by bouncing around.(funny that poison damage is also reduced to 0) Additionally the damage of bumping into enemies while engulfed in Golden Flames is actually not bad at all, I believe 5k is easily feasible with just that (though it's been a while, might be wrong). While acchieving this speed is the most effortless with high grade materials, I think what really makes the Build awesome is that it can be made the moment you get these two materials.... with no additional slots and only F grade materials. Now THAT is broken.
To further advance this Build I recommend Teleportation, because maneuvering at top speeds may be a pain, on one spell slot. The other one shall be any epic damage spell, maybe fitting the Build thematically, but whatever you use, don't forget to make it Suck as much life out of your own body as possible.
Yeah, you guessed it, self damage is also reduced to 0... so High power spells for no cost, don't mind if I do.
Later, at higher material grades I also recommend using Diamonds in the robe... Yes, knockback reduction, now hear me out there. ^^ As long as you don't use the top grade, it won't handicap your power or immortaility, because weirdly, speed has nothing to do with it. Like the juggernaut, the momentum increases as long as you keep moving (and repulsing in our case). In other words, keep bouncing and firing your wand and don't cancel out whatever little speed you have, and your repulsion momentum will still bathe you in A thousand suns' Fire. Consider the knockback reduction as your character becoming amazingly massive.
What do you think about this build? I am verry interested if the devs knew of this, too. hopefully there will be an answer this time... otherwise, what am i still doing here?
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