my suggestions for the move, make the coin like, a little bigger than coin sized, like the size of your chars full hand at least, make it al ittle less accurate, like enough to dodge by dashing, but not enough to dodge by running, and make it more or less accurate depending on how close the target is, and increase the damage multiplier, and i feel like thatd work out better
It hardly matters really, the coin would be reasonably scaled to be small and challenging but not unfair to land a hit on, at least with attacks that have small projectiles. These specific details are not important for the overall idea of the skill itself. Also how are you supposed to avoid a hit scan attack by dodging unless you dodge before it fires? Itâs hit scan, AKA instant traveling. Any time an opponent would take to set up a coin flip attack could be spent hitting them with a grab move, going behind cover, or preparing to block or parry so Iâm not sure having the accuracy change is necessary. I donât want to worsen the utility of a utility skill or turn it into more of a damage buff skill. The damage buff was just to make it more worthwhile and appealing to use, not the main feature.
the aim could be delayed slightly, like, as if the coin were charging a beam and can only fire it when hit by your projectile, aim sorta like the npcs but a little better or a lot better actually
this is a terrible explaination
also, i feel like itll be a damage buff skill either way, since its gonna be WAY harder to hit a coin then a full player even if they coins movement is predictable, still think the coin should be the size of the players full hand
Again, itâs a utility move with the purpose being to make slower moves hit instantly and divide your damage up among up to three targets with a little bonus damage to further incentivize its use. Hitting a coin with a predictable path thatâs close to you is arguably way easier than hitting someone far from you constantly dodging around trying not to get shot yâknow? Countering it requires aggressive playing from your opponent or awareness of where they can take cover and disincentivizes dodging around constantly, which is the perfect mind games to set them up for being more cautious and immobile targets.
i feel like your HEAVILY underestimating how hard itd be to hit a coin smaller than your characters hand
I shouldnât have even specified the size because letâs be real I DONâT KNOW! Thatâs up to the devs not me. Itâll be whatever is reasonable to hit for the benefits of the skill, there happy?
You might as well start asking me exactly how it will be programmed for all the use a question like this is when Iâm the one youâre asking. These questions are not relevant to the underlying mechanics and purpose of the skill itself.
yea idk why im asking this either, still tho, i think it should be dodgeable by dashing, and that IS something that can be specified
Why would anyone use a move where the whole point is to guarantee a hit if you have the skill and timing right, if your opponent can just dash to avoid getting hit anyway? Something that takes no skill or thought to do. Not trying to be mean but be real whatâs the appeal? Is there a specific reason behind why you wouldnât want it to be a utility skill that suits this unique purpose?
making whether or not the person gets hit completely out of there control makes it a bit bs, since of course, if you hit the coin great, but itd just be annoying and seem unfair from the other players perspective, making a move annoying for the user, and the person getting hit, since itd be hard to do, and impossible to dodge at the same time
im gonna stop, this is all just a suggestion like every other one, and im just trying to make my point for no reason
just think the coin should be easier to hit, and it shouldnt be impossible to dodge if the coin was hit
Well I appreciate the discussion even if we donât agree. To be fair itâs nowhere near as brain dead and unfair as these damn size builds and their moves where they donât have to aim at all to hit with 600+ damage attacks so, I donât believe an undodgeable move (though still possible to parry, take cover from, or use a defensive/counter move on) under these conditions is truly unfair in this game.
Oh nice
But I swear I got it from someone else
actually i just remembered blocking exists, so this move is fair
making stuff aim skill locked isnt how ao works anyway
if u want an aim based game go to a fps game ![]()
its like saying bow m1 is fair and balanced bc u need aim (and not wait for ur target to be in endlag so u can spam 300 damage attacks
)
I donât know why I opened their message. I canât remember a time when they ever had a good or fair take on anything. ![]()
ive never seen anyone ever use bow m1 ever except for pve
They were really good in the earliest days of AO, when the firerate was way faster
Well damn @InteriorFire, based on your votes I think I can assume youâre as desperate for gun content as I am!
Yeah, I also NEED more firearms
people who uses it are all bots that plays in the same passive way
(oh right i forgot the others rating lel)