There are so many issues with Arcane Odyssey PVP. I am going to list them in a mega complaint here.
The Issues
Server / Client Lag (ms/fps)
It is not unknown that AO suffers from extreme lag problems. If you aren’t lucky to get into a brand new server, you will have to suffer through 200-300 ping which causes a substantial delay in using moves.
Especially in clan fights, maintaining 60 FPS (even on a high end PC) is nearly impossible. Because of this, fights between equally skilled players typically equate to who has a better PC or who is located closer to the server region.
Destruction (sucks)
From an immersion standpoint destruction is a really cool feature; from a practical standpoint, destruction really sucks. Why (as a magma user) does the ground below me break when I use my aura spell? Using aura at areas with thin grounds causes you to fall a substantial distance downwards. (case in point, Sailor’s lodge).
Especially in a war between people with high destruction magics, getting stuck in the ground is a very common occurrence. This, more often than not, causes you to die.
Projectile Desync
This issue has literally plagued Vetex games since World of Magic. In a game where taking damage is detrimental and parrying is an option, why can projectiles desync? It is literally impossible to know whether or not an attack is going to hit you when an attack can appear at a substantially different position than it actually is.
Mobility (is akin to DBZ games)
The most annoying thing to deal with as a slow magic user is conjurer/warriors excessive movement options. Why can the poison dagger fling you 100+ studs? Why is it so easy to air stall or run from fights?
Why are grab moves practically just free flight/air dashes? If the game wants to go in this direction, it seems only fair to give mages equal mobility—mage snare has no dash and a massive end lag.
high ping + dashes + destructive terrain = vetex’s ideal mobility
Magics (are fundamentally unbalanced)
- some magics specialized in synergy (fire, ash, magma) while others specialized in very high stats, but not much synergy (shadow, light, lightning)
- vetex gutted interactions (capping to 10%/20%) but did not gut (or substantially nerf) any magics that didn’t have many interactions to begin with
- consequently shadow and other similar low-synergy magics are OP/very meta right now
Slow Magic Mages
As known, mage was heavily nerfed last big balance change. While this has definitely helped in terms of PVP quality, its results have disproportionally affected slow magic mages as compared to fast magic mages. In the change, Vetex heavily nerfed explosion and pulsar. These two moves were the backbone of slow magics; blasts are much less effective when your projectile moves at 2 MPH.
While I am not saying slower mages are unusable, there is now a substantial power difference between lets say a magma mage and a shadow mage.
Nerf Shadow
My friends and I created a bot to determine the differences between magics. I am going to show you how shadow towers over most magics.
(Keep in mind, while water has more interactions, 75% of them are negative)
(wood has slightly more size for way less speed)
(while fire may have a dot, dots can often be outregenned and if someone kills you, they heal–the dot wont kill them)