Agility removal poll

i dont want accuracy but i dont want agil either :frcryin:

I like running fast, walking fast, and having big jumps. Sucks to be me because I made max agility and diving sets for all my characters, which was a decent chunk of galleons, oh well.

I hope I’ll be able to get the same level of mobility with jewels without them being split between running fast and big ups, or that the nerfs to jump height are undone so I can go back to ultimate leaping over mountains. I really hope nothing questionable is done like putting jump on Gale reagents (seeing as there’s a limited amount of reagents, and I am unsure as to which others jump or movement speed could go on) and shelving knockback, but between the Cannon Fist rework and the removal of holding reagents, I am not confident.

By the way, what even are the reasons justifying agility’s removal? Aside from Vetex’s vision, I can only think of it being used to dominate fights and run away from them, but is the former truly as strong as I’ve worded it?

No because the thing i have with agility is that some people don’t need it because they can be fast through other methods, while others who do need it just to make distance are left to perish by those who don’t need it.

as far as i remember and from what ive heard, people running (particularly from fights they started) is extra bad as theres no effective method for catching up to them without also having agility

without hitstun you cant slow people by landing hits to catch up that way, theres no movement mechanic that actually lets you catch up, etc.

basically it’s biggest issue is that its a free escape if you begin to lose a fight. With PVP toggle it was originally planned to not be removed since all pvp would become consensual, but i dont know if thats still the plan or not (it sounds like it isnt though)

Yeah but I don’t like that.

So the solution truly is to remove the cursed problem that is world PVP.
If there is nowhere to retreat to, there is no retreating, and therefore no need to remove agility (which works fine as its own stat).

Honestly, I think it’s just not fair to restrict agility to sacrifice at all. I dislike it extra as a gem stat by sheer happenstance.
The speed at which players move can make or break a game, it can define the success of a game, it’s not something that one should have to sacrifice another benefit for.

To me, the whole concept of gem stats is a bit iffy, because when you get into musgravites you start cutting into armor stats too, and if you don’t use musgravites then you miss out on some huge benefits (and some lesser ones).

I would only support agility getting removed if base agility was increased in some way. I would also only support it if wall climbing was made less tedious and stamina draining too.

Vetex already said that agility would be turned into a jewel stat upon removal so it’s not like it’ll matter that much ngl. Plus agility already scales with level so eventually at higher levels, we’ll be dashing pretty far.

Now I’m an agility lover since it makes travelling a whole lot easier, I don’t run away using agility and instead I use my 50+ gilded T4 gale pots to get away and airstall for a minute. As much as I love agility, it doesn’t make sense that we’re able to dash that far early in the game, same goes with it being a point stat so I understand it being removed and turned into a jewel stat.

I heavily doubt t jump and dash length would become jewel stats

:person_shrugging:

At the very least Vetex specifically said agility itself being a jewel stat, so in a sense that includes all effects of agility but I guess we’ll see on release.

I kind of don’t understand why it’s made into a jewel stat tbh since it would still pose the same problem albeit a lot more limited, and would most likely be the only jewel stat that all pvpers would have. Though I could kind of see them being disabled upon combat just like swimming speed I guess.