I was just curious to see how many people really want for agility to be removed.
In my modest opinion, I feel like the problem with agility, namely running, could be resolved implementing a way less drastic option:
Making duels the main way to gain reknown
This would also resolve other various problems, such as ganks and the over-use of potions (possibly banning their use during duels).
Open-world PvP would still be an important part of the game, used for example as a way to gain/steal infamy.
This way casual clan-less people, main victims of ganks without the possibility to fight back, would have no reason to be attacked.
I myself don’t engage in PvP, but I hunt NPCs for fun and charts.
This often brings me above 400k fame easily.
And so I gotta reset every time not to get my ass hunted by some party looking for reknown.
There is also the idea of introducing a cool down for dashes that scales with agility.
The more agility you have, the more you have to wait before dashing again.
I was thinking of some “accuracy” ability that all classes have in which you can use in order to disable a players agility-stat for a minute/combat duration and the range having similar system to how the sight-path that berserkers use for crash (and has its own unique ability slot rather taking up main-ability slots)
pvp agility is no more but island traversal is likely gonna still be a thing
like i doubt they would remove hypermobility (considering they just added it)
In all honesty, agility is a red herring. The problem is that world PVP itself is a flawed design that only works in games that base their entire gameplay around it (like rust).
Since Arcane Odyssey would function just fine without world PVP, it therefore isn’t one of its core mechanics but an added functionality, one that is flawed.