Some magics in AO have strength counterparts that often possess unique gimmicks which make them interesting to the player base and give them special niches in the metagame.
- resource management based style with big size and power - slow speed for consistently big attacks - entirely theoretical, possibly awards the player for consecutive hits? - fast momentum based style that awards hyperaggressive play - fast and more defensive, the cold magic alternative to thermo
Now, these are all really cool, and it got me thinking, how would a based fighting style work?
One thing I noticed about fighting styles in comparisons to magic is how they somewhat mirror the properties of a magic, but not necessarily perfectly imitate it, fighting styles still have a ton of differences compared to their arcane relatives, which made me wonder what would a shadow based style have in difference to the actual magic.
I assume possibly that shadow based styles would probably have well rounded stats? maybe be a little faster since “one with the shadow” sounds very ninjalike and agile, I dunno, just spitballing here.
We need to start making a collective list of every time optical has replied to a topic with a nothingburger response that adds nothing to the conversation
I’m thinking shadow-based style would have those charge-up required bars
and like you said it’d probably be focused on moving but I was thinking this instead:
Depending on how much you have charged up your shadow-capacity, it allows you to dash quietly/invisible (janky or invisibility), making it harder to keep eye-sight on you.
All your travel attacks will have the same status as the dash, depending on how high your shadow-capacity is, you attacks become quieter (less noise) and would be harder to detect your movements (Invisible) (Has larger affects at higher capacities but the lower it becomes the less effective it is)
Towards NPCs, their accuracy lowers, similar to the feature that would come to light magic if you’re under that invisibility status effect
Shadow-Capacity can only be charged up by damage to yourself (As in by opponents) (As if this type of invisibility was added, it’d be overpowered so there has to be a high-risk high reward to it imo)
Extra but would not be implemented: Increased shadow-capacity gain during night-time or in dark seas
This fist-style would also be unbalanced if combined with an invisibility potion (shadow-capcity basically invisibility potion ig but in time-frames and capacity)
So rather Shadow Based play-style would focus more on advantages and perception
A fighting style that’s inspired around movement itself would be a really unique idea, and although people might argue thermo is about that, thermo is more about throwing out as many attacks as possible and being as aggressive as possible, it isn’t quite the same.
I wonder if at max shadow capacity your reflex dodges would become shorter but in exchange you would have more dodges (2 shorter dodges compared to 1 regular dodge from another FS)
Shadow as a speedy setplay based FS would be pretty cool.
I was just thinking increased invisibility to the point you’d probably be way to transparent so it’d be hard to focus on you (Almost like you’re teleporting)
but more dodges would be cool but would probably decrease invisibility if that was added to keep it balanced
Also I was thinking it’d have the same speed as basic-combat (Slightly higher or around)
I’m assuming “ninja style” (what I’m gonna call this FS) is probably well rounded since it’s inspired by the most well rounded magic in the game, but would the agility meter possibly effect the stats?
what if at higher levels, you would become invisible, gain more dodges and speed, and gained some kind of special 3rd advantage, but your damage would possibly lower due to the stealth buff?
we have no idea of the stats, there’s a good chance it has high mobility but low size and damage, somewhat similar to shadow. also anything else will just end up being a weird hybrid of basic combat and thermo fist, because it would be fast and gimmickless like shadow
Yeah, mainly this style focuses (IMO) on invisibility and dodge gain
Reason why I say “basic-combat” speed is because of armour stat-scaling which would make up for the agility and damage (since stats can be broken, probably more in the future)
So you’re required for an actual build that’s required for it rather than carry-builds or same build like 200 attack speed 200 agility shadow mage