…and increase base movement speed. I dont wanna make another balance team bad post but moving feels terrible now. I used to have some agility for qol, but now it feels so useless, and its getting more nerfs this update.
I made a 500 agility build just for moving around the world, but when I want to actually fight someone I have to pull the “viable build”, and dashing and jumping go back to feeling ass.
The existence of agility makes it so base movement cant be too high, so just remove it and do everyone a favor.
yeah, and yet thats equivalent to 33power, I wonder why i see so many 130 power builds these days… weird, there must be a reason I just cant quite put my finger on it
If agility were removed, we’d need a replacement that makes sense. What’s something that all of them current agility fans will like, and make a good AO stat?
Vetex shouldn’t have made the substats scale with updates. It just means that everything beside power and defense is bound to be either useless or busted.
I think the only way to remedy the agility situation is to add in stat based passives.
It’s better to give examples than to explain it, so I’ll do just that:
150 Agility = Grants the users dashes a period where I-Frames are present (teleport dashes can perfect dodge).
300 Agility = Grants the user the ability to perfect dodge with regular dashes/reflexes.
Perfect Dodges grant the user the ability to teleport behind their target upon their next skill use within the next 0.2 seconds; this is called a Perfect Dodge Counter. This next attack is enhanced to always have knockback and interrupts any skill currently being charged, no matter what kind of attack it is. If the attack being dodged is classified as a Close Ranged AOE, then you are automatically teleported to the edge of the hitbox.
Note: There are some exceptions for things that can be countered. eg. Array, Self Explosion (Placed can be countered), and in the future any other Close Ranged AOE or Non-committal attacks (eg. Array is a non-committal attack since it can activate and attack whilst moving). These can all be I-Framed, however, making Perfect Dodges still viable in this way.
Anyways, essentially what I’m suggesting is something that’ll give these stats a purpose even at level 600 for lower level players. Of course, the more stat investment the more powerful the passives you’ll gain. My logic is this:
Attack Speed counters Agility → Agility counters Attack Size → Attack Size counters Attack Speed
Reasoning:
Attack Speed allows you to catch Agility users mid dodge
Agility allows you to avoid Attack Size’s powerful attacks, leaving them open.
Attack Size overpowers and engulfs spells just relying on speed.
make agility efficiency be halved when in combat, but also give it a certain limit so players with low agility aren’t extremely slow to make the stat useless