Its inevitable we’ll see builds with both large and fast attacks towards the completion of ao. Which imo isnt the worst thing. Although another reason why feints should be added to the game so that way combat doesnt just become who can win more parry trades.
The paragraph above mostly pertains to casual pve and pvp, for competitive pvp opting in for the fastest and hardest hitting builds will still be the best option in a competitive setting. My only wishes for the future of the combat of the game are tactical skills, feints, or anything that adds more depth to the combat.
agreed, parrying is something more fit for a linear combat game like deepwoken, AO’s parries don’t feel like anything important or critical for combat skill but more along the lines as a nice optional way to prolong fights or slightly boost your chances of survival.
True, but we will also see faster and better ways to dodge those attacks if dodge reflexes are anything to go off of. I don’t think this is gonna be like deepwoken where parrying is NECESSARY for unavoidable attacks, but more like peroxide where you can do it if you want to and for style points, but dodging can be just as effective.
No you missed my point in end game in the future builds will have both speed and size. Dodging wont be as effective against builds like that. All a mage would have to do is shoot a blast just remotely near you and you would take damage because of sheer speed and size. We see this alr with weapon inverse bug where warriora can bug abuse aoe builds to be LIGHTNING fast and huge af there is no dodging only parrying. Vetex is already adding more lost techniques and spells next update. But comat could use a really good variety as endgame content ensures we’ll definitly see OP substat builds that are just OP in terms of straight forward combat thats why im trying to emphasies to vetex if he could add more tactical moves that create advantages other than just bigger or faster projectile attacks. It would breathe more life into the AO’s combat. Rn we have stuns, platforms, and hazards which all offer great tactical advantages. But the options are only limited to those rn and arw only offered for magic users. This is why im emphasising on MORE tacticality rather only having the current tacticalities and bigger, stronger, faster attacks.
Yeah but he will most likely add more stuff like dodge reflexes, and more mobility stuff. You are assuming movement will stay the way it is now despite how movement focused ao is, he will probably give around one big movement ability per sea. And with huge ultimate art leaps are, he certainly isn’t opposed to drastic movement features.
In my opinion, the whole Dodge Reflexes nerfs were a step in the wrong direction. The whole anti-zooming around thing in a game like AO is kinda defeating a potential strength of AO. If Fighting Styles had trouble keeping up with magic users, add a boost to the dashes of those who invest in Strength. It’d of course be more of a multiplier based on the % of stats invested rather than one that gets stronger over time. Maybe making Reflexes aimable with shift lock? Things like that that could expand upon how the game works.
This could also just be good on paper, but being able to avoid the island sized shockwave explosion ultimate art by reflexing into the air would be cool.
Faster movement, doesnt beat having more variability and tactical options. zooming around is fun. Like eggs taste good, but if u have flour and sugar now you have cake