Rivals of Aether

Rivals of Aether

Magicka Wizard
VVizard  [developer] 8 Nov, 2019 @ 5:20pm
Balancing Discussion
Fell free to post your ideas or feedback here
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Showing 1-4 of 4 comments
Aestha 11 Nov, 2019 @ 1:47pm 
Hey I really like what you've done with the character! It was mentioned before but the aerials are a bit too easy to chain across the stage and some of them have rough downward disjointed hitboxes which are easy to abuse at the edge, but that's just what I've experienced.

I saw you had plans to adjust the elemental abilities but with how it is currently is I think it would be cool to see them not go away after one use. Which also means needing to be able to swap elements without going back to the default first. I could see some really cool combos arise by using one element and quickly switching to the next, think like smash bros shulk but with elemental moves.
VVizard  [developer] 11 Nov, 2019 @ 4:32pm 
Originally posted by Aestha:
Hey I really like what you've done with the character! It was mentioned before but the aerials are a bit too easy to chain across the stage and some of them have rough downward disjointed hitboxes which are easy to abuse at the edge, but that's just what I've experienced.

I saw you had plans to adjust the elemental abilities but with how it is currently is I think it would be cool to see them not go away after one use. Which also means needing to be able to swap elements without going back to the default first. I could see some really cool combos arise by using one element and quickly switching to the next, think like smash bros shulk but with elemental moves.

I'm glad you enjoyed the character, and also thanks a lot for your input on this, now into the actual changes.

Yeah I wasn't really aware as to how to handle the hitboxes and such, and that makes a lot of sense, I'll try to better balance the overall speed and hitbox of some moves, to make them less polarizing, and about the elements, I already made the Select be as fast as possible to encourage people switching spells mid combo (especially if you try to first stun of freeze the enemy before), but I'm aware of this and I'm thinking about making his DSpecial in mid-air be kind like Pac-Man's Neutral Special, in which when used in mid-air, the character will be slowed down, allowing you to then better select which element you want to use. Another thing that I did to better illustrate this effect are the Sword Enchantments, since they allow you to use special properties without resorting to select another element and such.

Once again thanks a a lot for your feedback, I'll keep in mind when releasing the next update (I hope to release something this week, perhaps with some more spells?!)
kholdstare2003 21 Nov, 2019 @ 10:58am 
I'm going to start off by saying that I love what you've done with the character, and I can tell you're coming from a position of love for the character/franchise, but there's still work to be done to make a balanced character.

Floating with DSpecial is a good idea, but with the current power of the spells, there's almost no point in using them. If the spells last for a period of time or a certain amount of uses, (3-4, probably) changes to DSpecial will be necessary. If the non-enchanted attacks are nerfed, enchanted attacks and spell-based attacks will become more valuable and necessary to the character's kit. More base knockback, less knockback scaling, slightly more hitstun, more startup lag, and significantly less damage on the non-spellbased attacks. For the specials without an element, more knockback! Holding down M2 would result in a blast of air that would send enemies across the entire screen, so... great for zoning. Back to floating idea, I'd actually suggest going beyond the floating powers of Pacman's SSBU NSpecial and basically giving him Peach/Daisy's float effect while using it, with about 70-80% duration.

Also, I feel that spell selection should be NSpecial, like Shulk. DSpecial is usually used for counters and AoE attacks, so having DSpecial be the "cast my current spell as an AoE attack" make sense to me. NSpecial also is less dangerous to try to activate in the air, since you aren't risking fast-falling if you're an average player.

For the last point, I think you should change the smash attacks to reference other magicks. I whole-heartedly agree with having Teleport as Up Special (Maybe a tiny bit more range though?), but it's a shame that no other magicks are referenced in his moveset. I haven't played Magicka in a while, so I can't think of any off the top of my head that would work, but it makes more sense than a generic sword attack, since Magicka wizards only carry weapons in case they get to point blank range.

TLDR; Change non-spell based attacks to be more useful for zoning, make spell-based attacks multi-use and stronger, floating is a good idea for spell selection, and more magicks please! Thank you for all the time and effort you've put into this, I appreciate the love-letter to Magicka!

Edit: After posting this I realized just how massive it was... Sorry?
Last edited by kholdstare2003; 21 Nov, 2019 @ 10:59am
VVizard  [developer] 21 Nov, 2019 @ 6:57pm 
Originally posted by kholdstare2003:
I'm going to start off by saying that I love what you've done with the character, and I can tell you're coming from a position of love for the character/franchise, but there's still work to be done to make a balanced character.

Floating with DSpecial is a good idea, but with the current power of the spells, there's almost no point in using them. If the spells last for a period of time or a certain amount of uses, (3-4, probably) changes to DSpecial will be necessary. If the non-enchanted attacks are nerfed, enchanted attacks and spell-based attacks will become more valuable and necessary to the character's kit. More base knockback, less knockback scaling, slightly more hitstun, more startup lag, and significantly less damage on the non-spellbased attacks. For the specials without an element, more knockback! Holding down M2 would result in a blast of air that would send enemies across the entire screen, so... great for zoning. Back to floating idea, I'd actually suggest going beyond the floating powers of Pacman's SSBU NSpecial and basically giving him Peach/Daisy's float effect while using it, with about 70-80% duration.

Also, I feel that spell selection should be NSpecial, like Shulk. DSpecial is usually used for counters and AoE attacks, so having DSpecial be the "cast my current spell as an AoE attack" make sense to me. NSpecial also is less dangerous to try to activate in the air, since you aren't risking fast-falling if you're an average player.

For the last point, I think you should change the smash attacks to reference other magicks. I whole-heartedly agree with having Teleport as Up Special (Maybe a tiny bit more range though?), but it's a shame that no other magicks are referenced in his moveset. I haven't played Magicka in a while, so I can't think of any off the top of my head that would work, but it makes more sense than a generic sword attack, since Magicka wizards only carry weapons in case they get to point blank range.

TLDR; Change non-spell based attacks to be more useful for zoning, make spell-based attacks multi-use and stronger, floating is a good idea for spell selection, and more magicks please! Thank you for all the time and effort you've put into this, I appreciate the love-letter to Magicka!

Edit: After posting this I realized just how massive it was... Sorry?

I really appreciate everything you said, don't need to be sorry.

Currently I'm working on a much bigger Update for Wizard, so I'll try to balance the normals and enchanted variations better.
Now into floating with DSpecial just like Peach's, I don't know but I think that might become to broken" I don't know, I need to give a shot to see how it works out.
As for changing the DSpecial and NSpecial, that's actually a great idea, I think that could work really well, I'll definitely see if it works out.
As for the Magickas and Up Special, honestly his Up B is super good and fast, so I've tried to make it no go as far, and the Magickas, I'll definitely be adding them in the next updates, they will play a big role in his moveset, and work a lot like they did in Magicka prior.

Once again thank you very much for your input, and please be on lockout for more (if you're in the RoA Discord Server, I'm always posting some updates there if you want to take a look, including some Element Mixing that I'm working on at the moment
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