Action Mods/attack modifier

Action Mods/attack modifier https://forum.arcaneodyssey.dev/uploads/default/original/4X/b/f/1/bf12ce2bde7d129be30c0504cc13bc0747fed1ca.webp
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With the new energy change (energy charging is much more passive)
The shift key is going to change into “Flaunting”
This more or less opened up the key (shift) for other uses, in this case:

Action Mods/ability modifiers

So what are they -
If you’re familiar with fighting (or battleground) games, you may already know this, but in summary
They are an action/keybind that alters another action/keybind in some way

for example:
move1 = shoot a projectile
move1+mod1 = shoot a projectile, at an angle

same action/keybind but changed due to the modifier action/keybind

example from ''black magic 2''

“normal attack1”

AvalonSP1New

“modded attack1”

AvalonMod1SP1New

So how would it work?
As you may know, the keybinds for abilities are:

there’s mouse1 (but it has nothing to do with the suggestion)

Q E R F
Z X C V
With shift now acting as the modifier, there are 2 ways of going about this:

Have each of the slots have a customizable modifier of the same ability
For example:
with blast set on Q
A normal Q is customized to have a Blast Size of 100%
and the "shift+Q" could be customized to have a Blast Size of 20% + Ultimate Art
(would be a cool replacement of the passive energy regen of the rewakening effect)

change the keybinds so there’s an option to have
shift+Q = Z
shift+E = X
shift+R = C
shift+F = V
Instead of breaking fingers pressing Z and X (PLEASE I’M TIRED OF BREAKING MY FINGERS)

2 Likes

This idea sounds cool, I actually like it and it would open up more skill slots, my only issue is i dont want it to be the shift key and more so want it to be m2, other than that this makes sense. i think this should be something added in the higher levels though, maybe like level 300+.

Isn’t M2 camera control?

While this sounds good, I feel like it would complicate things right now especially in balancing. People could basically ultimate swap easily if this gets added and even if you make it so that it doesn’t allow you to ultimate swap, people would abuse the lowest size modification whenever someone gets closer to you which pretty much means free damage without even filling up an ability slot.

This suggestion basically indirectly nerfs classes or builds centered around CqC in general for no apparent reason aside from ease of control. This pretty much forces everyone to have a set of abilities for mid to long range combat and modifications for CqC which somewhat discourages gimmick builds from being viable because the meta has a huge gap from other builds.

while in combat? just shiftlock bro.

call me a coward but im not sure if i want something to make combat more complex and essentially give people double spell slots when they should have to manage with 8 per magic and make choices as to what to prioritize.

though i dont really see an issue with the second idea, shortcuts to Z X C V. so long as its toggleable, as i dont think id want to use it.

I do not want black magic 2 mechanics in any game I’m playing.
BM2 has the most ass control scheme I’ve ever seen short only by BM1.
It just wants you to have arthritis at 13.

buff mage

Attack whats

Lad this isn’t from “black magic 2” this is from fighting games in general

Example: super smash bros, normal and specials can be modded with movement

(Personally I prefer my second idea anyway I hate using ‘Z’ ‘X’ ‘C’ ‘V’)

This is whole other suggestion but the mouse curser is too low for me
I would use shift lock more if I could customize where my shift lock mouse curser goes

You’re the one that used BM2 as an example of what you wanted.

Regardless: What you suggested would make the controls genuinely awful.
The only button that’s difficult at all to press from the list you provided is Z.
E, R, F, C, X, and V are all adjacent to the index/middle fingers.
Z is adjacent to the ring finger, requiring slightly more effort since I don’t have the muscle memory to move it down.
Needing to press something obnoxious like Shift+F to use the skill I’d have on V would be awful because now I suddenly need to incorporate my pinky into attacking rather than just using it for dodges.
Now instead of pressing 1 button, I have to press 2 in sequence.
No thank you.

I mean, my 2nd idea is optional, and you can keep Z X C V
But also, we could just make it so only q be modified to be Z, but X C V are still there

(This is VERY off topic, but really, you’re telling me how I should play games, but also,
About that “I don’t have the muscle memory.” I’m sorry, but I play SS13

HERE ARE MY BINDS

WASD - MOVEMENT
T - TALK
Q - DROP
1234 - INTENT
X - swap HANDS
Z - interact in hand
Q - drop items
5 - move intent
numberpad - body intent
B - resist
C - jump
- looking up and down
Alt - sprint
K - rest
R - throw
E - quick draw
mouse1 - interact
mouse2 - secondary hand interaction
mouse3 tertiarily hand interaction
“BUT THERE’S MORE”

Shift+E - alt quickdraw
ctrl + WASD - change diertions
Shift+mouse 1 - Examine
Shift+mouse 2 - context menu
Shift+mouse 3 - point
alt+mouse 1 - examine tile

Even for that I’d rather just learn the muscle memory for pressing Z.
It would be easier than learning to shift+Q
Z is a button on my keyboard regardless, pressing 1 button is almost always going to be easier than pressing 2, especially if we’re focused on the left side of the keyboard, where your entire hand probably is.

some people, including, prefer unshiftlocked.

super smash bros is also built around that mechanic to have more than 3 actions, while ao already has 8, and it’s a 2d platformer fighter, so these modifiers are more reasonable to make the game more complex compared to an already 3d space.

what is ss13

@BlueFighter15
he’s all yours

@Dudeman

I think that, as others have said, having basically an extra 6 spell slots would be more than a little OP. Additionally, I wouldn’t want shift to be the button that activated the second skill. Good effort on this suggestion though!