I AM IGNORING BOUNTY HUNTING AND LBs ENTIRELY, I DO NOT WANT TO OPEN THAT CAN OF WORMS. THIS IS FROM 1v1s AT MUNERA PERSPECTIVE
Recently, I saw Sagee and BlackStar’s videos on AO where they said that AO is being hurt by its own combat. While I might not agree entirely with their statement, they are right though, the combat’s learning curve is steep and unintuitive for new players, compared to grounded m1 based game like gpo and the rest of roblox. I think we can atleast that agree pre-awakening combat sucks. You don’t have your full kit and there’s no passive energy recharge.
I enjoy the game’s combat alot, it’s a mix of movement, quick and precise aiming, and using the right abilities at the right time/range. It’s fun, unique, and I always want to get better at it whenever I do 1v1s.
However its far from perfect, there are a few glaring issues:
- Projectile desync (it’s been the same issue from WoM, idk if vetex can switch it to serverside/clientsided). Hard to known if you need to parry or dodge a projectile if you can’t see where its going.
- Optimization. Randomly tanking in fps or ping whenever someone leaves or fights Calvus messes with combat alot. Some imbues/magics also create a ton of lag when used, further screwing up fights. (Sailor + Wind) I know vetex is working on this, but I can’t imagine how it is for people with bad pcs/internet.
- Power/Defense stat is way too strong and creates a gap between casual players and those w/ enchants and gems. It’s fair when both people have decent gear, but I’ve had fights where I just stat check an opponent because I have a perfect set. While this hurts progression, enchants/gems should be cheaper and easier to get (no xp grinding for perfect gems). Also, all gear should have power/defense as a main stat and then attack size/agility/ect. as a secondary stat.
- Important PvP balance changes are held until major updates. I understand that Vetex is a solo dev and huge changes like air charge rework requires testing and time to develop. However, stuff like pre-nerf pulsar and crystal warlock shouldn’t have been left unchecked for months. (Games will never be balanced, but blatantly overpowered combos/moves need to get fixed). He is getting better about it, but minor changes like reducing damage/size on magic/FS/weapons (and attack speed effecting shot range) could just be patched onto the game. (and they have)
Minor issues:
- Mage feels outdated compared to berseker/warrior/any hybrids. Your best move is still a single blast. It has no horizontal air moves, it desperately needs a reverse crash (one that sends you away from your opponent) or a flash move so you aren’t a sitting duck in the air. Mage has alot of endlag (even more for slow magics), and gets bullied by knife throw and rifles. You pretty much have to be a hardcore pvper from WoM to be good with mage. I might just hate zoners but mage isn’t really fun to play outside of pve.
- No separate bind for dodging and charging magic. (I use double tap, but I find myself accidentally dodging or not being able to dodge sometimes).
- M1s are useless and teach new players the wrong way to play the game.
- Terrain and fighting in water can be annoying. (rip if you have a heat magic) I understood heat magics not working in WoM because you are on a continent, BUT WHY FOR A SEA BASED GAME?? JUST GIVE IT A DAMAGE DEBUFF, WHY IS YOUR CRIPPLING WEAKNESS 80% OF THE MAP???
I know I might be biased and parroting Aimsell’s pvp discussion video, but I wanted to hear what the forum thinks (even if its an echo chamber).