With the update being out for a few days, most of the AO playerbase, including myself, have experienced fighting the Dragons across many levels of the Dark Sea. So, how bad was it?
Surprisingly, the dragons themselves are great! With the previous records, we really did not expect that. Almost every problem the dragons have isn’t their fault. So, yeah, many thanks to our Developers, you cooked. The dragons are actual raid bosses, difficult, but beatable. The devs are keen to patch the cheese strats that emerge. Much better than the Omen.
Therefore, this suggestion will be short, there is very little to add.
Mend the dragons’ cracks. The cliffs of all dragons have large chasms in them, left from the poor part connection. Falling into them multiple times during the fight is annoying, and they shouldn’t be there in the first place.
Make the pillar with which to climb the cliffs easier to spot. When I first found the dragon cliffs, I didn’t even know that pillar existed. Mainly because, I used Spirit Flight. I am certain, that whoever doesn’t have Flight will stumble across the pillar eventually, when they go searching for the way up. Still, making their job a little easier is appreciated. Maybe, add (purely decorative) cracks of magma onto it? Or crystals? Anything that glows. Or just make more pillars.
Add a small window of stun immunity. Dragons, especially young, can sometimes chain melee attacks, which stunlocks players. About 15 seconds would be enough.
Allow putting dragon-obtained items into the gem slot of the jewelcrafting table, so the players could change their colour by adding 5 dragon scales as reagents. Self-explanatory. Grinding for specific colours takes way too much time. This will also add some use to the scales. For those who unlocked the second reagent slot from the Profession, that won’t work - only one scale colour. And, you can’t use the scales of the same colour as the armour piece/weapon, obviously.
Patch the dragons’ blindness. You need to be directly in front of the dragon for it to notice you, and, due to the bug of spawning in the ground, you rarely can damage it (LoS requirement is totally fine on its own when used by the dragons btw) before it notices you and stands up. Invisibility just removes all ways to initiate the fight entirely. Make them more observant, like Atlanteans.
Replace percentage-based damage with consistent damage, but add a large amount of Armour Piercing to the dragons. Team Immersion strikes again, huh? For the same reason animals shouldn’t have percentage-based damage, dragons shouldn’t either. Players who invest in Defense should be rewarded for sacrificing other stats. Armour piercing server a similar, but much less offensive purpose to percentage-based damage. Just, don’t overtune the numbers, alright? Keep it reasonable.
Speaking of Team Immersion, this section is about the awful features that many people would have expected to appear in this suggestion, but aren’t. Whatever is written here is not related to the suggestion, and can be ignored completely - nothing here is relevant, it is here just to calm down the crowd.
Spawn Rates. I know there is barely any Dark Sea left in the Dark Sea now - dragon cliffs are everywhere, and normal islands are scarce. This will be looked at with more detail in a future suggestion.
Armour Damage. Yes, this is a mechanic tied to dragons specifically (and certain Sea Monsters too). Still, tweaks to it are a separate thing, and I have already covered it in my Team Immersion’s suggestion anyway.
Line of Sight requirement. Despite causing so many problems when applied to other enemies, the relatively flat arena of dragons and their large hitbox make this mechanic unnoticeable, and it only starts affecting you, when you use cheese strats, therefore serving its intended purpose.
Getting stuck under broken terrain. Again, not the dragons’ fault, but the terrain damage mechanic’s own issue.
Water Poisoning during the fight. Do I need to say anything about this one? Do I really?
The various attacks of the dragons are causing lags. Blame Roblox on this one, not the devs.




