It's about time we have equal rights for all stat allocations | The Close-Ranged Punishers Problem

It's about time we have equal rights for all stat allocations | The Close-Ranged Punishers Problem https://forum.arcaneodyssey.dev/uploads/default/original/4X/9/2/f/92f4bddedf9abd383c002352b0d92ed411003980.jpeg
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as a conjurer I aprove of this message

Just run p-gale you filthy casuals /j

somewhat unrelated but are you aware of the other change where moves like crash and jab throw a cannonball instead of rushing at the enemy?

nope, was not.

playing full strength in this game is more or less like picking “waste of skin” in dark souls games.

You know its ineffective. You know you’re going to suffer. You know it can, hypothetically, work, and yes, you are just initially worse not inherently ALWAYS worse, but like, is it WORTH the pain youre gonna go through because of it?

Ya get like 100 levels in and just reset to cast lightning or something at people again.

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Have parries apply poise damage to bosses based on your strength stat.

Helps savants by letting them have that opportunity to dish out every skill they have at once.
Helps warlocks & warlords, etc. engage in both playstyles during bossfights.
And in general, should make warrior worth fighting bosses with.

Edit: That being said, maybe also factor in the distance between bosses and the individual parrying. You don’t want boss fights to entirely devolve into running with regeneration and waiting for the really-easy-to-parry attacks.

It has been confirmed that birdguy’s poise can be drained and broken. A friend proved this by draining half his healthbar. NGL poisebreak gave strength builds a joker, balancing things out.

90% of this problem exists because Vetex refuses to make the stats actual archetypes, and everything is just based on what Vetex feels like would be feasible with his magic system. So every time something gets added, Strength feels unbalanced in it.

  • Magic has: Range, AOE, CQC, Support/Utility
  • Weapons has: Range, AOE, CQC, Support/Utility
  • Spirit has: Range, AOE, CQC, Support/Utility
  • Strength has CQC and Support/Utility

You see the problem? The only build that ends up not being able to deal with the games situations is Berserker, and because of that, Strength can just be hedged out to the sidelines.

This boss flies and/or isn’t viable to approach? → Warlord, Juggernaut, and Warlock all could just switch to projectiles or whatever other strategy works, the other builds have it even easier; Berserker has to suck it up because building the game to fit in the class that’s arbitrarily restricted would make it too easy for the other 11 to play.


One could probably get Strength to a point where it has so many bloated features, with every other archetype being nerfed to where it works… but I feel like I don’t need to point out the problem in that ideology.

I really don’t think there is anything else that could happen aside from:

  • Let strength fit in with the other classes and allow it to have Range and AOE.
  • Tone down the flexibility of everything else in game.
  • Keep cramming features and hope Strength will eventually, not need to be so precisely managed to work against majority of the game; preferably without making it too accessible for everybody else.

Just as an example— imagine if every class was restricted to two of the five Archetypes I had just waved into existence; doesn’t matter who gets what.

Now, whenever something is built, the game has to leverage itself so that there is some strategy that could always be used. If a boss were weak to projectiles, the game could be built around the fact that at most, half of the builds could do that to some capacity. It would be easier to build some working constraint so that the other archetypes could partially save themselves from the bosses main weakness.

As it stands now though?

  • if CQC is the main strategy against a boss… then literally no other build has to think because all of them have CQC.
  • If a boss just cant be approached too often… then every build other than strength is fine, and the game can’t really leave an opening for it, otherwise the boss just becomes a punching bag.
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On this topic, I’ve only been able to damage krakens with axe-slash. Letting literally any other technique deal damage would be great.

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right, the way that non-projectile moves simply do not affect sea monsters. just fix that.

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Sharks work fine, bet everything else under the sea? Nope

I don’t think I’ve had any issues crashing out krakens when they hug my boat as warlock, there just isn’t any damage numbers

This checks all the boxes, AO devs needa see this. Also, you have a very fair point on the bosses especially, and even a mage like me ended up dying 10 million times to the jarl in the story mode because he has barely dodgeable AoE in such a cramped space. There’s almost nowhere for me to dodge or outrange him, so I get pummeled time and time again. Blocking and even parrying didn’t do much either. I literally had no other choice but to use the ghost and even then I got absolutely beamed into space 10 times before even getting him to phase 2. Long story short, if you’re going to put a boss in a cramped environment, maybe make them focus more on damage and less on AoE. You get punished hard if you get hit, but you can at least dodge them easier. The calvus fight is a perfect and balanced example of a fight where he has just the right amount of AoE for his environment.

allanons grab isnt an instant kill move your health is just too low

yeah it didn’t happen to me, but a lot of people complained and it almost did.

I fought him with VERY good armor and his grab was instakill, did you fight him at lvl 170 with maxed out armored sunkens? :skull:

2k health in a single attack is still the majority of ones health, and if your health is not maxed out it may as well just be a oneshot

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its not instakill you were probably already damaged, i had like 2.5k hp when i first fought him and he caught me offguard with that grab attack and i was down to like 300-400 hp
still a dogshit move though since its instakill if you already took dmg from his other gigantic moves

nobody got the reference :pensive_face:

it 100% is instakill if you don’t overprepare all the way to the moon. I was at the intended level to fight him with a top tier set from the previous update. As soon as I ended the dialogue to fight him for the first time he just one shot me and I even thought it was a scripted loss

Now Imagine going through that on a fresh file with bad armor

skill issue on my end