Agility and stat problems

AA is surely getting taken down for not having the new chat system :stuck_out_tongue: :stuck_out_tongue: :stuck_out_tongue:

Agility’s teleports should merge into the attack speed stat

power/defense only is so boring ngl

Power defense and armor piercing :nod:

Ah yes, power defense and power 2, truly a big difference

Guys hear me out. What if we had less stats (pow,def,speed,size) but each stat has several bonuses? Like

Speed: faster attack speed + a LITTLE agility + tp jumps/reflexes at high invest

Power: more dmg + increased dmg when fully charging attacks at high invest

Size: same thing but with size

Def: find a way to slip in resistance or regen at high invest

Stat builds would revolve around getting as many of these bonuses as possible

i dont think agility should be removed but i also think its annoying how you just kinda have to deal with it instead of having a way to counter it in some form

i think agility in some form could be turned into a secondary jewel effect (wouldnt get to the same level as current agility obviously)

but i dont think agility needs to be removed, being able to go really fast isnt an issue anywhere in this game besides PVP (which isnt the main focus of the game). I still think agility getting an effective counter is possible without being overcomplicated like that exhaustion thing

if attack speed and agility were fused the game would be infinitely more annoying

these are not really good ideas

mf read. A LITTLE bit of agility, as in 20% of what it is now.

Attack speed would get a nerf obviously

doesn’t attack speed or attack size work?

sorta yea

im not sure if they should be the only things to be able to counter agility

ive always thought that it should be something that makes the agility user think about what theyre doing instead of being able to spam the dodge reflex and pretty much avoid everything, but also requires the other person to play good and if they dont then the counter (whatever itd be) isnt really helpful

And that’s still not a good idea. This doensn’t really fix the system, it only provides more problems.

I personally think the issues with the system is that we can get 600+ of a stat

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if it stays consistent by the end of the story we could be getting 2500+ on a single stat
i dont think it needs to be said why thats a issue

stats scale with max level iirc

That requires significant investment into it, sacrificing every other stat, so its kind of balanced

i think my main issue is that we’re able to get a good amount of too many stats at the same time. like, you’re able to get good agility, good power, and good defence at the same time. being tanky, strong, and hard to hit is too much, you should really only be able have two of those max. for example, if you have a lot of health and damage you shouldn’t also be difficult to hit. if you have a lot of health and dodge you shouldn’t be able to hit like a truck too. it’s not a problem in just agility builds, it could be power, defence, and attack speed or something, where you have good health, deal good damage, and your attacks are hard to dodge if you have aim
i would like to point out how both my examples had power and defence in them, because i feel like those two are really the main issue in this. a character’s combative ability can be separated into two parts: their offensive capability, and their defensive capability. perfect defence could be defined as having a lot of health while being hard to hit, or having a lot of health and being able to heal well; typically having all three is redundant or unneeded. perfect offence could be defined as your attacks doing a lot of damage and being easy to land. the problem in ao is that you’re able to get this perfect defence of having high health and high dodge while also having good offence, or the other away around. this isn’t as much of a problem with stat spreads like power, attack size, and attack speed together because you completely sacrifice your defensive capability for pure offence; or with defence, agility, and regeneration for defence. there’s a reason why, in other games, the tank is slow, a healer doesn’t have good damage, or an assassin has low health. if a tank is fast, why have an assassin? if a healer has good damage, why play a dps? if an assassin has good health, what’s the point of the tank? by getting rid of the weaknesses of a class, it dominates all the others, until it’s the only viable choice left. if you can have everything, what’s the point of anything?

i got kinda yappy here so i could be wrong though, or biased since i always just try and max one stat, but it still feels weird to me

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yeah this too, it’s also compounded by how the formula works making lower investments much more effective than higher investments

I think armor stats aren’t meant to make a class, its the character stats that make the class(magic, strength, etc) Armor stats are meant to just buff certain aspects of your class

i’m not saying they make a class, i’m just saying that being able to get so many different stats with a good amount in each of them faces a similar problem to making a tank fast or giving an assassin a lot of health, it becomes too dominant because it has no weakness