Stat builds. They’re supposed to be equal in quality, but they aren’t.
Why not? Well just because of a simple balancing mistake, of course!
a mistake that seems to be actively worsening with each update
so I’m just gonna make it very clear what the problem is, for both the average literate non-insectoid, and for the AO devs.
What’s the dealio?
Some of the builds are challenged with long range, not necessarily because the base range stat is too low for their abilities, but because of abilities that force the player to lower their distance to the target in order to work.
Examples include
Crash, Smash, Rushdown, Selino, Astrapikis, Spirit Rain, Tiger Rush, Shining Cycle, Beast Instinct, and Primal Swipe, just to name a few.
Meanwhile, said targets, including ones that are also range-challenged, have a wide kit of abilities that punish close range builds for being in their close range.
All that fuss leaves a gap in the balancing where a full magic stat spread is the only build that really thrives, by being the only build that has a primarily ranged kit and no expectation to imbue onto a less ranged kit.
Case in point: Allanon, The Broken Prince
and his one simple trick to screw over all non-mages.
Allanon has an enhanced version of the regular “Snare” spell. While this is normally an unreliable little grab for mages, in the hands of this souped-up boss, becomes a weapon of instant destruction for anyone in a certain radius around Allanon.
Because a strength build for example needs to enter that radius to suitably put damage on Allanon, they are wildly more prone to this attack, which can instantly seal their deal depending on their health.
Allanon is by far not an exception. Other bosses such as Lord Elius and King Caesar also switch to a much more deadly set of attacks if you get close to them, and just about every build has attacks that do enhanced damage in a shorter range.
The game treats low range like something that deserves punishment.
You’re not just taking a greater risk for your reward by getting up close; you’re usually putting it all on the line for a quick worthless whack. Playing as a strength build is completely not worth it when your only methods of doing damage strongly receive damage back.
One big reason for this besides the increased damage on low-ranged punisher moves is that a lot of these abilities will intentionally leave you vulnerable, so forget dodging or blocking the counterattack, because you’re forced to stall for a moment while your foe charges something fierce in response.
Cannon Fist tangent here
It’s worth mentioning, the unique Cannon Fist attack, which might seem like a solid ranged option, fumbles for the simple fact that it has no airstalling, meaning that you fall down while trying to aim it, and it is very hard to aim while falling, and even harder to aim while stuck on the ground given the shape of most environments.
I really want the Cannon Fist unique attack to be changed, but that’s besides the point.
So the simple solution is just to lower the damage of close-quarters punisher moves, lower the quantity of close-quarters punisher moves, (at least from now on), and vastly decrease the endlag of close combat to make it easier to avoid reasonable punishments.
And for the love of god, stop giving bosses heaving-hitting, barely-dodgeable, close-quarters punishers.
If you think I’ve missed anything important, then congratulations! We’re on a public forum where you can politely encourage me to change my views and methods!
