Arcane Odyssey Hot Takes

The players should be able to decide when they think they can progress

I’m gonna have to disagree with you there. World of Magic would have been VERY difficult to develop further, as doing so required a lot of terrain. This would have made optimization difficult, not to mention the fact that the storyline was so bad even Vetex realized it. WoM had some unique ideas, but it would have taken more work to salvage in the long run than it would have taken to make AO.

6 Likes

Vetexs game optimization is decent at best and trying to do that in wom with moving npc’s and shit would be a nightmare lmao
Even ao has optimization problems

4 Likes

I support noble ganking people in the dark sea
:nod:

That’s a good thing though, and doesn’t really have to do with keybinds. You mean skill floor?

A very dick move but this is a pirate game :person_shrugging:

I would literally beg the balance team to convince vetex to change his mind hopefully he considers in the dark sea second update

thats what i meant thanks

I wouldn’t mind them so long as they were a bit shorter. Like in terms of giving XP. The game isn’t made for speed running. That would take the fun out of the game for casual players. It shouldn’t be cut out but be replaced with long ler, more engaging quests that give a lot of XP. So you only have to do like 5-8 in order to do move on. Otherwise the story progresses too fast and the game feels short. And that’s when people get bored.

My hot take is that we kinda need more story oriented quests like Captain Rackham and Cernyx. I’d like to see more stuff about the history of different towns/islands or the people in them by smaller quests that isn’t just go there, collect this. If you’ve ever played on Wynncraft then you’d see the different quests that go on there where we get to learn about the world and it’s people. I’m not saying its necessary but i feel like it would make the game feel more memorable

1 Like

Metamancing should be bannable, teaming too

AOE is the primary reason PVP is unenjoyable and is usually the main reason as to why certain builds become meta. AOE needs some sort of downside like reduced damage or longer cooldown the more attack size you have ¯_(ツ)_/¯

me when i take the time out of my day to really fully utilize my build only to be banned because the fucking balance team can’t get their shit together

almost like that’s already kinda a thing, atleast in the spell/fs slider menu’s when you make stuff smaller it does more damage, and of course when it’s bigger it does less.

and vetex just didn’t do it anymore for stats. like ig you kinda lose out on attack power because of just having size stats instead of power. but damn make the size stat so much lower. like we ain’t even 1/4th to the supposed max level of the game

1 Like

the distance to insanity 1 in the dark sea should be reduced, everything on the way there is either boring nothingness or really lame

I meant more like for every point of attack size you have, you lose 0.05% power, something like that.
200 attack size would reduce your damage by 10% overall. I think it’s pretty fair considering your attacks barely have to be aimed at all and will always hit at that level

imo these are just sizes that i feel like we could see at like level 500 or max level. not level 125 lol

so the sizes should just get reduced alot

Secondary stats like agility/attack size/attack speed were mistakes, All armor should instead give power/defense and a percent increase to one of those stats instead of whatever the hell 450 attack size builds are.

1 Like

This take is searingly hot
Did someone die to “metamancing” (using a build that has synergies at all) teamers?

5 mages joined and ganked me at once after I hunted their friend with my Paladin