So yeah I’m sure everyone bitch about the combat and its flaws and it’s no secret that it isn’t perfect, so what changes would you like to see if it got a rework or changed entirely?
Unironically I think AO could be a good turned based game if it took mechanics from games like persona
I would like it to be more clash-focused, what’s the point of having soo many different interactions between magics if they hardly ever clash, everybody just dodges and punishes
I want a highly technical fighting game (But more streamlined for roblox audiences to understand and enjoy) so that not only could I enjoy PvP more but actually find PvE content interesting and fun. This also means making the game more based on M1’s and skill which I prefer more than AO’s style of combat.
I basically would want something easy to learn but hard to master. This would also sadly mean that I would nerf or gut a lot of substats to achieve this which some people would definitely not like (I’d at least reduce the efficiency by a lot)
(Also we get skill trees in return though as compensation)
Basically like any average 2D Fighter, I’d want to have input commands or something similar but people apparently have PTSD from Black Magic so I don’t know if that would work.
If we want to use Roblox examples we could use YBA (I used to play it a lot but it became unbalanced) since the combat was simplistic that anyone could enjoy but anyone could put in the time to become really good. But I’d want to add more complex stuff commonly found in 2D Fighters that could translate well into 3D.
(Basically something complex and simple at the same time that has a low skill floor but a high skill ceiling depending on what class one can play)
it’s a turn based game, with a badge system where depending on your bp you can equip certain cards.
Each turn, you attack, then the enemies do. And when they do, if you block within I believe it was 3 frames for the actual game, you superguard, dodging all damage
if we’re talking about a total rework id like to see the freezing in mid air endlag aspect when charging attacks to be removed and maybe replaced by a slow-mo effect, affected by gravity and momentum
Without changing the entire game, realistically I’d want skill fusions.
Basically like if a mage used Q it would do blast right, but if they did Q and E really fast it would be a blast that has the AOE of an Explosion which would put both moves on a long cooldown; then E+Q could = Explosions with like cluster bomb type blasts. The possibilities and combinations that every build has will be wild with how much stuff AO has (Inspired by Ramlethal Punch and Kick combinations because she has a bunch of them).
Imagine: Pulsar + Beam Fusion imbued with Spirit Energy, basically a floating ball that shoots beams that saps away the Paladin’s health but has a long cooldown.
Vetex could basically never have to code a single other move as long as a fusion can achieve the same results. This would be painful to balance though.