Is AO PvP really that bad?

Pbb was pulling more like 10-20k at one point from wt I remember

THANK YOU FOR STATING MY EXACT THOUGHTS

this is a clear sentence

I think yeah it did but I’m p sure those were from super big updates

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pvp system is great apart from the fact that some builds can fly, and generally balancing is the issue but thats being worked on 24/7

Pokemon Brick Bronze had 3-6k concurrent players, meaning how many players were active in one instant. The true amount of active players for PBB would’ve been in the dozens of thousands, if not hundreds of thousands.

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I’m not an expert at game design, I’m just stating how I feel about the combat.
I don’t have any solutions beyond completely scrapping it and replacing it for another game’s combat that I enjoy more but that would be an idiotic argument and would never happen regardless.

For reference I typically enjoy combat systems with grounded M1 based combat lacking stunlock combos because stunlock combos are shit design.

I also occasionally play shooters and movement shooters which is what AO’s combat feels the most like out of everything else.

AO has the telegraphs, committed attacks, blocking, parrying, and dodging that I’d expect from the slower paced melee focused games that I’m familiar with while also having the fast paced movement, large area attacks, fast moving projectiles, and tech that I’d expect from a movement shooter.

These things are polar opposites and don’t mix well atleast in my current experience in AO.

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i been doing an in-game survey (only got 7 people so far surveys take a long time)
but from what i have seen: only 1 person dislikes it the other 6 think PVP is fine OR just needs work
(like removing 6 on 1 ganking)
(funny thing only like 4 out of the 7 never tried dueling (any kind of planned fights))

(on a side note 3 of the players who think PVE is more important compared to 4 think PVP is more important)

the survey

no, I’m not doing this in the forums I’m looking for in-game people








Actually the main part I don’t like about combat is that you can air stall for quite a bit.
Other than a few balancing tweaks, combat is fine.

Fighting NPCs is pretty much just stand far away or be in air and spam blast then parry, cheese, or one-shot them if you’re more powerful. It always feels like the exact same strat for every enemy, and bosses get old after the 5th time fighting them.

A lot of times you can’t even prevent yourself from being hit because enemies just decide to attack you right when you decide to launch a spell, and it literally becomes impossible to not take damage. If you’re fighting equally leveled enemies its basically just stay really far away and spam blast — because being close to them a lot of times results in your character being swarmed and mauled to death.

PvP doesn’t feel like anything refined for me. And if combat always needs to be balanced or changed, then I don’t think the combat system is good in this case.

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well, the game only just became available for the public in February. And there’s gonna be a metric crap ton of extra magics, spells, fighting styles, weapons, and techniques added. At this stage of the game’s development, when there’s 20% of the planned content added, of course there’s gonna be tons of balance changes to fine tune how everything should work. And tons of other games have progressive balance patches to make the combat more fair and even, like Dragon Ball Fighterz or Street Fighter 6. But yeah, the combat is pretty unrefined. Especially when it comes to npcs. I agree with that point 100% as of now. No point in looking to the future to judge what we have now.

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If u run mage u have to use either high atk spd or really high agility for most fluidity while fighting, fighting styles and weapon classes are naturally more fluid no matter what stats u use

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The flying issue is being addressed this patched other stuff is pretty minor compared to the flying/airstalling

what are you talking about???
that has nothing to do with any of what you’re replying to.

The foundation of the game is great hes just dialing and scaling everything to the right proportions the combat should feel a lot more balanced after this update. As for the npcs they’re not that difficult imo sure they’re unfair sometimes but they still aren’t too difficult to beat. I think he is fixing some issues with npcs this patch too

The game is fast paced, it only feels slow paced if you’re a mage with low agility and atk spd. Other wise the game is fast paced

I’m pretty much using the same exact strat to beat all the npcs I come across, the foundation is either dogwater, or the potential of AO’s combat isn’t being fully harnessed.

Same I would be fine with air stalling if mage had the same flying abilities as the other classes, but instead it’s being tooken out across the board which is fine too

that’s not what I was stating at all.

I was saying that the game utilizes mechanics and design from both incredibly fast paced games AND slower paced games and it doesn’t mix well leading to combat feeling like an unevenly paced mess.
This has nothing to do with stats, this is the fundamental mechanics of the combat system.

If I need to invest in agility and attack speed for the combat system to feel good to play that’s a whole different issue that desperately needs to be addressed.

The ladder it’s still being worked on

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Well faster is usually more fluid, as long as it’s controllable. Usually people complain the game feels clunky when they haven’t invested into speed, the fact this game gives u options between being slow paced tank to a speed glass assassin is great. people just can’t figure that out bcuz it’s not spelled out to them, which imo is on them because it’s not that difficult to figure out

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