AO Movement/Combat/Hazard Changes

AO Movement/Combat/Hazard Changes
effort 5.0 4 quality 4.5 4 reasonability 2.75 4

Mobility Changes:

Simply put, these are the mobility options I’d like to see implemented.

Sprinting
Initiated after a dash and holding the direction button, will toggle sprinting which is 2x run speed but it drains stamina over time. It’s more efficient than spam dashing, and opens up sprint tech. Sprinting takes 1 second to reach full speed, starting from run speed.

  • Sprint + T Jump → Results in a T Jump that has momentum, resulting in the T Jump naturally arcing over an area. Sprint is considered on, meaning you could in theory use other sprint tech if applicable while in the air.
  • Sprint + Block → Results in a barging attack that lets you bash through players or NPCs, will temporarily stun and daze them. Has a slight DR boost beyond regular blocking, but can’t perfect block, and stamina drain is higher than normal.
  • Sprint + Dash → A high momentum dash that drains a lot of stamina but has boosted I-Frames. Good for avoiding massive blast type attacks in the future, and really quick to initiate (can be done immediately when sprinting activates, but distance is based on speed). Strength builds naturally get one reduced stamina cost sprint boosted dash after awakening, but Savants only get theirs after second awakening. This reduced stamina cost dash is then put on a 30 second CD.
  • Sprint + Wall Climbing → Allows the player to run up walls at a boosted cost, from this you can initiate a T Jump to launch yourself into the air vertically.
  • Sprint + Mobility skill → At the cost of your aim being locked in (you can’t change your aim once you initiate it); you can boost a mobility based skill’s range and speed with your momentum. So things like Crash can go farther and faster.

Wall Climbing Changes:
Just one small change I want to do to the base wall climbing, but when shift locked you should be able to aim your T-Jumps. Preferably with an indicator.

Dodge Reflex Changes:
This one is going to be controversial I’m sure, but I’ll try to lay it out in more detail like I have for the sprinting section.

  • Dodge Reflex Cap → I want it gone, that’s all, and you’ll see why in a bit.

  • Dodge Reflex Air Movements → Dodge reflexes now consume an air movement (if they don’t already, I forgot), but after all air movements are consumed; dodge reflexes will enter an energy drain state. Each subsequent dodge reflex will consume more energy than the last, until it becomes unsustainable to maintain both the reflexes and your potential attacks done while in the air. Strength builds if they can land their attacks can earn another free air movement after landing 3 attack instances (not hits, instances), but this can be negated by things like snare.
    TLDR: Dodge Reflexes drain energy after air movements are used up, and this increases at a harsh rate with each reflex. Strength builds can get a free one after landing 3 attack instances, but this can be taken away with things like snare.

  • Dodge Reflex Mobility → Revert the reflex dash distance nerfs, they’re for dodging attacks and while I haven’t played AO in a while, last I recall the distance they had without high agility investment as borderline negligible. Note: I’ll be categorizing things as TP, Burst, Defensive, and Barrier.
    Distance Scaling (top is best, bottom is worst; Forward dashes are bolded):
    Burst FS
    Burst Exoplis (Lower than FS because weapons have ranged options)
    Burst
    TP/Defensive FS
    Defensive
    Barrier

  • Dodge Reflex Tech → I’ve been rather generous to the close range builds of AO, why not give the other classes some crumbs? (basically just mage)
    List:
    Magic Bursts → G + Backward Dash result in an enhanced burst that sends the player further back than a regular dash. This burst can blast back enemies or destroy weak projectiles.
    Magic TPs → G + Lateral Dash result in enhanced side dash to your left or right (your choice). They’re good enough as it stands, so I’m not giving them any more.
    Magic Barriers → G + Forward Dash results in the creation of a large barrier in front of to block incoming attacks; G + Backward Dash results in the creation of a dome around the user.
    Spirit (Ekrix) → G + Backward Dash is the same as bursts, but this has an additional tech. G + Forward Dash constructs a barrier of spirit energy in front of the user, however, it’s not as large as Magic Barrier based creations.
    Weapon (Exoplis) → Don’t ask for Exoplis, they have forward boosted dashes.

Free Lock On System:

I know, I know, lock on in AO? Sounds like a terrible idea, but there is a way to preserve the free aiming combat of AO while not losing your opponent. First, I’ll delve into the keybinds since they’ll be important.

  • Middle Click enables Lock-On for the target of your choice.

  • Holding Middle Click results in Lock-On disabling.

  • When Lock-On is enabled, Alt switches between targets.

  • When Lock-On is enabled, Alt + Middle click switches to an ally list of targets (not needed now, this is for healing/life magic or other support options).

When Lock-On is enabled, using right click to move your camera allows you to adjust the lead on your tracker. Allowing you to adjust it to better keep a moving target in your line of sight.

The idea is as follows:
The Lock-On system will utilize an aiming system where it locks onto your target and follows them, but your mouse is unlocked. This is borrowing from FF16 a bit with the Phoenix, where you’re locked onto a target but whether or not your attacks hit is not based on the computer but you. There, of course, should be some restrictions in place to make things more interesting.

Restrictions:

  1. Once you initiate an attack, you’re mostly locked in, meaning your camera’s tracking speed will be reduced. Allowing enemies to dash past you to avoid your attack, so the lock-on system is a fine balance between choosing when to attack, and how far you want to attack.

  2. Tracking requires line of sight, so you can’t see someone through walls. After a few seconds, this breaks tracking completely and it’s deactivated.

  3. Tracking through clouds is nerfed, as any rays used for tracking line of sight going through a gas cloud return a visibility modifier which nerfs your tracking accuracy. Meaning it might not necessarily be placing your opponent near the center, but there could be some deviations.

  4. Someone locked on dashing past you will not be turned towards, instead, your character has a client side exclamation mark appear and you must turn to find them again. It’s harder to break tracking with regular dashes, but fast ones are better at doing this with teleports basically being a guaranteed break.
    In other words, regular dashes might track and you’ll get a sensitivity boost in turning towards the direction of your opponent’s disappearance. Fast dashes and teleports will not provide any such indicator as you will lose total track of them the faster the dash is.

Hazard Changes:

This is going to thankfully be easier to read than some of the other sections. I’m only making this because I saw a few weaks ago the balance team trying to make blocking somehow work on gas hazards? How do you block poison in the air?

All Hazards:

  • Refresh your status duration at a rate of 1/20th of the original duration (eg. Poison 20 second status replenishes by 1 second per second).

  • Can inflict the status for 1/3th of the full duration dealing damage equivalent to 0.75x of your power stat multiplied by your DoT’s multiplier. This, however, can refresh to the full status duration and gets replaced by stronger DoT’s if it’s inflicted.

  • While in a hazard, that specific status duration is prevented from decreasing.

Gas Hazards:
Blocking while in them now results in a unique block (covering your face) where 85% of the hazard damage is negated. Status buildup is also slowed from 1/20 of the duration to 1/35. However, your base blocking damage is reduced by -30% and you’re unable to perfect block. Stamina cost to blocking and dashes are also increased while “blocking”.

Liquid Hazards:
Unblockable, but they can only really do the status portion of hazards. However, some liquid magics could receive a “viscosity” hidden stat where higher viscosity could reduce mobility in the puddle hazards (so right now it’d be Magma at the highest because it’s molten rock).

Rubble Hazards:
Deal increasing damage (where it applies) based on the speed of whoever collides with it. Uniquely, the higher your speed the greater the status restoration/infliction it has upon the player; with the highest of speeds potentially breaking the rubble and dealing bonus damage.

Powder Hazards:
Slow down players in them, and rubble/liquid hazards can be incorporated into them. For example, Glass + Sand results in sand piles that inflict bleed and slow down individuals inside of them. Sand + Magma results in super hot sand that burns with shards of cooled magma forming obsidian. The dealing the “Searing Cuts” status effect which is a longer duration bleed (same damage, but over a longer time) that’s heat based.

Made an edit to reduce status build up with gas hazards when holding G.
Feel free to ask questions since I might make some adjustments to some stuff. Namely the lock on system with explanations or something.

hold up bro might be cooking?

im gonna give it a vote for now but im gonna hold off on rating it until i can see some comments on it

Forgot to bold this section:

this would be fantastic when leaping across the clustered islands (2, 3 or 4 small islands together) in the dark sea

they dont

wth is defensive

okay is this weapons or vitality

finally more metal action

finally more spirit action

i like most of them, except the lock on one

Iron Leg’s Reflex

They’re Weapon, Ekrix is vitality but I’m treating them as magic so they fall under Burst.

I’m not surprised but it’s probably the best solution since this suggestion jacks up speeds a bit. It’s not hard lock, you still need to aim. I don’t see an indicator showing anyone clicked on the video I embedded so. It’s similar to this buy you maintain mobility, and you can still move your camera a bit by offsetting it when you hold right click. This’ll help you lead better when someone’s moving predictably in one direction.

yeah no still dont like locking-on

I’m a bit mixed, honestly. Some of this stuff raises the skill ceiling a lot, and I DO NOT want NPCs having access to ANY of this. Some (Calvus) are hard enough to hit as-is. The block-dashes are honestly a bit much; G alone is already a hassle to quickly press.

That said, I also desperately want more mobility in this game, as it feels weirdly limited for what is effectively a movement action game.

All the changes for hazards are good, though. As hazards right now are an absolute joke.

As for the lock-on: sure. NPCs get it, why don’t we? I swear aiming with a size multiplier of x1.0 is already painful. This would make it less so.

You just reminded me that I forgot to suggest making certain keys rebindable (G could be mouse button 4 for example). Better for another suggestion than this one though, this is already heavily loaded and i don’t want good features to be lumped in with potentially controversial ones.

Also Calvus has unique movement, what this could enable is for bosses to have more unique forms of movement as well. It’ll also help keep track of them in boss fights and might let Vetex go a little crazier than he has already.

That’s why I made the suggestion, we had all of these high mobility options but because people complained we basically lost most of them. Now we get clipped by huge AOEs when I’d like to have options for getting away from them or chasing down runners. Hence why I’ve given fighting styles that need to get close more of the mobility options than other styles since they HAVE to get close before they can do good damage.

Lock On is to help you keep the target on screen, not help you aim. The aiming is still on you since the mouse isn’t locked. Preserving AO’s combat while making it more friendly for PVP with all the new mobility options.

I just realized I forgot about the aura/magic barrier for hazards.
I won’t add it since it’ll interfere with what people voted for, but the idea was you could go to a trainer of sorts (Hendrixs 2.0) and learn how to create a barrier around yourself with your willpower or magic right. So the idea of this was to use energy instead of stamina, and in theory because you’re not blocking you could probably attack during it but let’s push that aside for now.

It’d, to put it briefly, be a learnable skill where you form this barrier that drains energy. However, it’ll protect you from ALL hazards alongside giving you a small amount of DR. It can’t perfect block, and my original idea had it replace block but also be a toggle so you can switch between blocking and the barrier.

sprinting
i think a system like this would actually make combat feel less fluid since it essentially makes you unable to change directions as fast

some of these moves like sprint block, sprint dash, and sprint mobility skill could get annoying since you’d be forced to stop sprinting if you wanted to block / dash / use a mobility skill normally

wall climbing changes
you can already sorta do that but i agree a more intentional system would be better

dodge reflex changes
consuming the same slots mobility moves use would suck
additionally, energy really isn’t an issue, and allowing 3 or potentially more reflex dodges in the air before touching the ground would lead to annoying mosquito pvp like back when we had 2 reflex dodges
basically this would make mobility moves more annoying to use while making reflex dodges too accessible

reflex dodges are in a good state imo, eexcept for tp reflexes which still need distance nerfs
they function well enough

free lock on system
i think this would be clunky and wouldn’t fit ao’s combat but tbh i don’t rly have anything against it as long as it isn’t a major crutch to help people track and aim

hazard changes
i like these ideas

make it the one npcs have trust me

They’re stuff you can do with the sprint mechanic, not something you necessarily may accidentally do. Except maybe the wall running one, that might happen on accident.

There is a reason I gave fighting styles a free dodge reflex and that’s because they’d now consume air movements. Gives the air movements with mages something to do as well. As for energy not being an issue, yes it will be, I doubt most people will be able to do 5 dodge reflexes without attacking, at best maybe 3-4 with attacking and this is including the 2 free ones you get. Mosquito PVP only existed because of infinite air time via crash or air stalling moves. It was never because of Dodge Reflexes, and like I said, the energy costs are going to increase harshly.

TP reflexes should be shorter but I heard they weren’t. So that needs to be fixed.

It’s main purpose is to help you track enemy players, not to aim for you. The mouse is unlocked, meaning the aiming system is the same as if you weren’t locked on, it just helps you target the opponent and keep your screen on them.

I thought I clarified this in the explanation, but if I didn’t then point out some stuff that needs clarification.

being able to dodge reflex 2, 3 maybe even 5 times in the first place would be an issue

no
it existed because people could reposition in the air while airstalling
dodge reflex were a major part of that

i’m not entirely sure how a lock on system that doesn’t make aiming and tracking trivial would be implemented, since if the lock on kept the player in the same spot on your screen, you’d simply have your cursor over that spot on your screen for the entire time
even if it had something like a delay to the tracking, it would still move your camera in the direction of the player for you, making tracking their movement easier

but, this is just my speculation of how a lock on system would affect pvp, if i’m wrong and it doesn’t act as a crutch in practice then i don’t mind

The energy economy would need to be tightly micro managed for you to make reflex dodging beyond 2 times an offensively positive thing. Like I said, the drain should be harsh, meaning you probably won’t be attacking much.

Yeah, but it was the worst with Thermo Warlord last I recall, and crash used to do all of those things. Dodge Reflexes don’t add elevation, only delay your drop, and you can’t do this infinitely because of the energy cost dodge reflexes would have with this change. At best, dodge reflexes after 2 uses become a mobility/defensive thing, not offensive.

Players move, you’ll have to lead your shots. The one thing I don’t know how to deal with are placed explosions, but even so I think not using the lock on system would be better for them anyways. Maybe beams might be easier to land, but I can’t think of anything else right now.

I appreciate the effort, and I like the suggestions.

The sprint change seems awesome for pve players, but for PVP players to not go insane there might have to be a cap or something, as the ‘‘ganking industry’’ is already going insane with agility builds

Lock on seems cool, but the fact that it can only be either absurdly overpowered or complete utter trash makes this a hard one to add into the game for both pve and PVP.

Hazard changes:
I really liked those because they are quite reasonable and also very cool! Like covering your face, and I always love hazards getting some love in AO :heart:

PVP players will always go insane for every mobility option or change. Although, eventually they’ll ideally we could get some spells or skills that allow for area denial that prevents running away rather than just capping off mobility options. For mages we have plenty of slots, I gave FS better mobility options for chasing (although I can see how it could get abused by FS players).

Maybe I could make a separate suggestion to give players within a certain range of their target a “Hunter” buff that buffs their speed if they start getting too far away. Maybe hit the hunted player with the “Prey” debuff that once it reaches a full bar debuffs them with “exhaustion”. This’d just makes bounty hunting an attrition thing where if they don’t stay close and fight they’ll get exhausted, but the hunter has a chance of catching them. This mechanic only existing once the “hunter” player gets the “prey” player in combat once.

I agree, pvp players are some of the most “HOW DARE YOU NERF POWER BY 2.3% people”. ALSO, I would love to see a change to make running hard (if possible just to leaderboard players) because ganking right now is kinda of impossible with people running 400 agility and expecting people to catch up.

I think if you make a dedicated agility build, crazy thought, but you should be fast and hard to catch.

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