If you were to change AO combat what would you prefer

  • Nah keep it the same
  • Make it more souls like
  • Make it more like a fighting game
0 voters

Having to describe one’s thoughts with the extremely limited options of a poll isn’t a good idea

I personally think the game’s combat would be better off if it limited anchoring to few moves that would be balanced out by it (or removed completely) and the NPCs required proper strategies to fight against instead of boiling down to braindead spam with a dash of luck

Last thing roblox needs is another soulslike

AO not being a soulslike is literally an important factor in why I played it.

the poll does not have what I think the game should do: polish AO combat so that its actually fluid and also change some things about it so that it can actually work well.

What does soulslike combat look like, again? I forget what it means.

keep it the same but respectively fuck off with npc grabbing players

Souls-like combat works for melee, or close-quarters ranged combat where the game has little to no lag, where all fights are done in singleplayer (as, otherwise, hitstun makes everything miserable) and the places the player fights in are designed around combat being like so.

Arcane Odyssey has none of these facets. Souls-like combat will not work for AO, because Soul-like combat is something which needs to be decided on from the get-go. The game then needs to be built around said combat system, which, again, is not the case for AO.

In my opinion, the primary issue with Arcane Odyssey’s combat is the fact that close-quarters, skill-based strategies are not viable against NPCs, and spamming from far away is too viable. The player will always default to their most viable option if a fight is looking remotely tough, and said viable option isn’t fun at all; the player isn’t at much risk, nor do they have the option to fish for crazy, risky rewards.

In some games, the player has access to Guard Breaks, Parry-Reposts, Counters, Backstabs, Drop-Down Attacks, Built-Up Ultimates, and other things to work towards in a fight. Usually, these options require specific setups and skills to pull off, but allow the player to turn around a close fight, or begin said fight on the player’s advantage. Arcane Odyssey doesn’t have these. The closest thing there is in-game is a Sneak Attack, and that’s not a particularly dynamic or interesting system given that it’ll either work for the encounter easily, or it won’t work at all—enemies don’t patrol, keep lookout, or do anything to make them able to detect the player. Usually they only spawn in groups of one, anyways, so even if they did, it wouldn’t matter; the player either would get to begin the fight with the enemy missing a chunk of HP, or said enemy doesn’t allow for it.

There’s also the fact that every fight feels the same. The terrain for most fights is either large enough to facilitate the default strategy, or narrow enough to force a DPS race (such as fights on ships). Enemies also are roughly identical in terms of how they attack the player, and how the player responds to them. Again, we go back to the problem in that the player’s most viable move is long-range projectile spam. The only time this is worked around is in the Jarl Ivor fight, where long-range spam is no longer an option. This could have been interesting if not for the horrible visibility of the fight, and the fact that the player’s only viable option is their secondary strategy: close-quarters DPS.

YOURE SO RIGHT!! IVE BEEN PREACHING THIS TO HIGH HEAVENS FOR AGES OH MY GOSH YES! YES!! PLEASE PLEASE PLEASE LISTEN

oh my gosh im so tired of cheesing being the way to actually not die in this game its so disgusting and honestly INSULTING. like ur telling me in order to fight this son of a glitch i have to outrange him and not get close? HELLO?? im gonna be so real if fighting styles got reworked to where they properly act like that risk for millionaire reward then id absolutely take it, but the only issue is hybrids. hybrids could possibly spin out of control and be uber powerful (but hey that wouldnt be a bad idea anyways)

Combat akin to that of the Dark Souls series by Fromsoftware, a Japanese gaming studio.

Fromsoft combat is melee-based and weighty, where almost everyone—player and enemy—has a lot of dedication to their attacks, meaning that you have to be especially careful with timing and positioning.

It’s easier to show than it is to explain. Here’s a solid example:

I would just maybe cripple the vertical combat a bit

Make it so moves do not make you stuck in place, instead it slows down your movement, keeping juuusst a tiny bit of momentum but not too much or else berserkers will become fighter jets

honestly wouldn’t be the worst outcome, the class focused around being close up should have some more mobility due to needing to actually get closer than most other classes

just needs to not be too much

If you tried pvp against a beserker you would have a veeerrryyy different opinion. They already are fighter jets. If this is overturned they’d become self guided missiles

even if it’s at that level rn, they shouldn’t be nerfed too much or else they will barely be able to get closer as everyone starts to just outrange them

Also the pve experience generally being worse for close up than ranged

Yes they should have a movement edge but we shouldn’t overdo it is all I say

Oh and one more feature:

I don’t know about everyone else but I have issues keeping people on my screen, so what I propose:
There should be an arrow pointing at Enemies highlighted by sensing off screen, like in dbz games

i agree with this, the mobility of AO’s combat is its selling point

if you want fighting game combat go play a fighting game, if you want souls combat ig the closest good rpg would be like deepwoken or absolvement

remove anchoring from some moves and have fights flow better and AO would have some really interesting combat

Remove t-jumps and burst spells, add a double jump like its a dodge reflex.

Attacks that deal more than 15% of your hp interrupt your spells

Input buffer on spells

I think the game honestly suffers from too much variety. With the way that the meta works, everyone eventually ends up running the same few builds anyway, while the immense amount of content there is makes it a nightmare to balance. Worst of both worlds.

soulslike or battleground type combat does not fit in ao at all

id rather it remain unchanged than it become that