Full Release Update Patch Notes (Discussion Thread) (Part 2)

By the way, could you suggest hybrids get Tier 3 sensing instead of Tier 2 (Savants would stay at Tier 2), since currently Savants simply have better Sensing than hybrids due to having one or two extra options with the exact same sensing tiers


Nobody is talking about this which makes me unsure if I missed something.

Did I actually miss something or do we just not care about “The Abberation :ghost:” enough to talk about it?

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yea i was gonna ask the same thing wtf is the abberation :sob:

Supposedly the basic combat mentor at whitesummit talks about it, but thats all I could find.

It’s just another nuisance that the player will have to deal with while in the dark seas

thats not that fair at all? what? yall are acting like weapons werent shafted for the first 3 updates, let me remind you that weapons still dont have an arcanium gear esque thing

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The main takeaways I get are that:

  • Spirit Sense is best for normal exploration
  • Energy Sense is best for the Dark Sea
  • Challenge Sense is best for enemies
  • Hunting Sense is best for players and sea creatures

Also, isn’t the Aberration related to Hades and Acheron?

My personal guess:

Abberation is manifestation of chaos, and since tech and vetex started talking about abberation when question of Unknown Entity was asked, i personaly think that Prometheus was freed by Chaos manifistation, so he could take down Hecate and open metaphorical pandora box that is giving magic to humans.

MY GOAT WAS SO STRONG, THAT A LITTERALY PRIMORDIAL ENTITY HAD TO BE USED TO TAKE HECATE DOWN :speaking_head: :fire:

They’re ‘version’ would be artisan weapon (also obviously they don’t have that, they’re not a hybrid)

artisan weapons are gone

Whatever they were replaced with still exists

yeah but that’s not equippable gear like arcanium

Tbh I don’t see why each type can only sense different enemies.
Every human has magic energy which you can sense, so all builds should be able to sense human enemies.
Animals were also mutated due to magic energy, especially dark sea ones, so all builds should be able to sense animals as well, at least ones in the dark sea and underwater.

I think it would be better in general for sensing enemies if all classes sensed the same thing:
Level colored after the enemy’s build
Aura colored after the enemy’s build-given tools (magic classes’ aura is their magic(s), strength is fighting style(s) etc., spirit and weapon maybe after respective weapons’ color)
Size of aura based off of their health (maybe)
Intensity of aura based off of their energy (maybe)

As for the other stuff, I frankly think that revealing pots are sufficient

Probably just me though

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You’re missing all the points. I genuinely don’t understand your reply

True, but canonically all would be the same except spirit; because normal people would struggle to sense life….

In which-case it kinda is all the same.

The other 3 all sense creatures, just at different levels of strength; obviously a mage has better resistance against magic intoxication, and their sensing would pierce through the dark seas.

You could probably make a decent excuse as to why some can’t do some things, like idk, Mages are used to higher magic energy, and struggle to target things only affected by mild residue; so theirs can only focus on creatures/objects so contaminated, that they’re basically imbued with magic.

And if all else fails… trace magic.


I guess it just makes it more interesting that way; i’d imagine we could get more things for Strength/Weapons to sense as time passes. But AO has a bunch of focus on ability customization, so all classes having the same sensing moves would kinda suck tbh. To promote this, some things must be different from each other; even if it’s a mild negligence for a bit.

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Anyways, it’d be cool if Weapns had the ability to also sense materials/reagents/catalysts.

With them getting stuff like gear reforging , it’d probably be good to know where all the creatures/animals are anyways; a real hunter should be looking for any useful material, not just animals.

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Yeah… diversity being promoted is good, makes pure builds (ahem berserker) feel more unique + FR for some of the pures wont just be oh new moves same playstyle

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why glow size depends on level but spirit is on hp

that’s boring

vetex whyy

sensing reagent/catalyst should be magic because mostly reagents or catalysts has like.. a magic thing like lunar moss, after all you use them in potions

for weapons should be materials and rocks that has minerals on it

for bersekers should be uhm.. food? lmao idk

and spirit should be nothing because i hate spirit

is this a joke?