Heroes of Hammerwatch

Heroes of Hammerwatch

Arcanist Class (reworked)
Saerus  [developer] 29 Sep, 2019 @ 3:13pm
Balance
Feel free to discuss balance here
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Showing 1-10 of 10 comments
Mohl 9 Oct, 2019 @ 7:25pm 
Dunno if I'd say it's a balancing issue or a bug, but Arcanist pretty uniquely benefits from the instant death fountain effect, as this can then be coupled with the +2HP regen drink for near-constant use of Conversion.
Viggoww 10 Oct, 2019 @ 3:37pm 
Hello Saerus,
After few tests I think your hero is too strong cuz of left click, I almost two-shot a lot of bosses with it.
Maybe you should implement less damage on unique taget like 20% less damage by consecutive it on the same target
Saerus  [developer] 12 Oct, 2019 @ 9:18am 
Originally posted by Mohl:
Dunno if I'd say it's a balancing issue or a bug, but Arcanist pretty uniquely benefits from the instant death fountain effect, as this can then be coupled with the +2HP regen drink for near-constant use of Conversion.
There isn't really a way around this, but the added cooldown keeps it somewhat in check. There's still some risk because 10% of damage passes through to health.
Saerus  [developer] 12 Oct, 2019 @ 9:19am 
Originally posted by Tobias:
Hello Saerus,
After few tests I think your hero is too strong cuz of left click, I almost two-shot a lot of bosses with it.
Maybe you should implement less damage on unique taget like 20% less damage by consecutive it on the same target
I'm a bit confused because that hasn't been my experience at all. I've only played up to NG+4 on this class but it has felt reasonable.
Viggoww 12 Oct, 2019 @ 2:31pm 
It's only on bosses because of consecutive shot on the same target but for exemple I was NG+2 on Forsaken Tower and I litteraly one shoot the last boss in Pyramid of Prophecy
Viggoww 12 Oct, 2019 @ 2:34pm 
Maybe it was a bug but sometimes I dealt 30000 damage with a crit on left click
Viggoww 12 Oct, 2019 @ 3:39pm 
I tested on NG+3 and it seems really OP in my opinion, maybe you should increased the mana cost of the left click or the mana lost per damage received
Saerus  [developer] 13 Oct, 2019 @ 12:03pm 
Originally posted by Tobias:
I tested on NG+3 and it seems really OP in my opinion, maybe you should increased the mana cost of the left click or the mana lost per damage received
I don't know how you're getting anywhere near that damage. I just played a NG+3 on a level 30 with all tier 6 upgrades (More Town values) and decent items. My best crit was 1200 on a bat and 500 on a boss. I do agree that Arcane Missile and the mana shield should cost more so I'll patch that in. I'll also drop the base damage on Arcane Missile by a fair bit just to be safe.

As for the suggestion to penalize consecutive Arcane Missile hits, I don't plan to do anything like that because spending mana on Arcane Missile is intended to be the main source of single target damage.

Edit: The patch is live
1. Arcane Missle cost increased from +3/tier to +5/tier
2. Arcane Missle base damage decreased by half
3. Mana cost per damage blocked increased from 2 to 3 (50% more mana taken by mana shield)
Last edited by Saerus; 13 Oct, 2019 @ 12:21pm
Viggoww 14 Oct, 2019 @ 1:49pm 
Your last balance is good: he's felt a bit less strong and less safe whitch is good. It's not a problem if he is strong if he is low in healthIf it's your goal to have a real glasscanon then it's a good idea ;)
Zip 6 Aug, 2023 @ 10:08pm 
hiya! i don't know if this is still something you're wanting to work on. I was playing the arcanist and love the class. I saw a few times my crit dealing up to 30k damage which was pretty funny but seemed to happen often once you get crit range and damage up to a certain point.

I was running Frenetic eruption (5% chance of triggering Combo on critical hits,
+20% damage taken out of Combo), Wicked Sickness (+200% Damage dealt during combo,
-50% damage dealt out of combo.), Mind Control (prevents Confusion), and Double thriller (+75% Damage Dealt,
+25% Damage Taken).

Now i know those all increase damage espsecially in combo exponentially and expect high damage. However it seemed passed about the maybe the 11k dmg it would jump to 30k. I would still see the 10-11k crits though if it didn't go above that.

1 thing i think that attributes to the damage output of the class is that the Magic Missiles count as skills from what i saw and as Primary. I've never fully looked into the game code or anything like that for how Hybrid Damage is calculated but i'm curious if it's double scaling at times when it's casted?
Last edited by Zip; 6 Aug, 2023 @ 10:12pm
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