Movement Tools - making PvP a bit more than Q/E spam

Movement Tools - making PvP a bit more than Q/E spam
effort 5.0 2 quality 4.5 2 reasonability 3.5 2

Do you like fall damage? I don’t like fall damage. But, there is one thing I like about it - this mechanic has been secondary to adding Gliders - with primary one being access to Skyhall, ofc. I love these things, they’re fun to use and really helpful during exploration and just basic map navigation. But, the niche I expected them to be used in as well - PvP - doesn’t suit the tool at all. You’re slowly hovering, using up all your stamina, the opponent is firing at you, and you can’t even fight back. Therefore, I always wanted to write a glider suggestion.

But, I recently saw new ideas, so I split some of my planned glider functionality into two more tools. So, this suggestion will contain 3 new utilities - one reworked, two added. Meet them: Gliders, Lost Anchor and Island Cloud Jug.

Oh, yeah, if you’re wondering why I didn’t make a discussion topic prior to this suggestion like I always do, it is because this is only partially a fix to the old stuff, and it isn’t major enough to warrant such topic. Anyway:


Obtainment and PvE uses.

All three tools will have both PvE and PvP use cases. But first, we need to establish their obtainment methods. Gliders are already obtainable, and I don’t see any required changes. Lost Anchor can be obtained from underwater chests, with it having the same drop chance as artifacts. Island Cloud Jug has the same exact odds of obtaining, but from sky chests this time - both in Cirrus and Skyhall, so it is not held from players until the current late game. You should also get a logbook entry upon first obtaining any of the three tools, that will explain their uses.

For Gliders’ PvE usage, I would remove the initial stamina penalty on deploy entirely, and the gambling on whether or not you instantly die of fall damage if you equip it. This is a tool that should save you from fall damage, after all. Who needs all this potential balancing anyway?

The Lost Anchor, when held, increases the player’s weight by a lot, so sinking to the bottom of the ocean takes a lot less time, about the same as falling in the air normally. Falling in the air with the anchor also doubles the fall speed. You also gain a 40% fall damage resistance while holding the anchor.

The Island Cloud Jug, meanwhile, can boost you out of the water in mere seconds, as well as lift you into the air. However, it isn’t limitless - the jug has a charge meter that depletes in five seconds and recharges twice as long. You don’t need to wait for it to fully recharge, so you can use it on half charge and receive half the duration, for example. The uplift in the water goes at very high speeds, to the point that those 5 seconds can bring a player from the deepest abyssal diving point to the surface. In the air, however, the uplift speed is about of that of Spirit Flight with no movement speed jewels. Not the best tool for climbing, but surely the best for resurfacing.


Aerial Aurafarming Apparatus

So, what happens when you receive the funny combat tag and decide to hold out the funny wing tool? Answer is, the mechanics of the glider, as well as anchor’s and jug’s, change when used in combat.

Gliders’ turning speed increases, but so does the stamina drain rate. Additionally, bumping into opponents with the glider deals some damage - about on par with Soaring Eagle dual bladed skill, and knocks back both the user and the target, with the latter going a lot farther. Since we don’t hate fun around here, why not have that knockback boostable by the knockback jewels? The increased stamina drain rate is there to prevent running away - this combat mode is supposed to be used in short bursts and combos, after all. Why combos? You’ll see. Oh, and by the way, you can’t initiate combat (:eyes: ) with a glider bump or any other of these tools, so you won’t accidentally get into fights while you are soaring in the skies or getting down from Stepstones.

The Samerian Glider, when used, gives the player 30% damage resistance from attacks. That doesn’t make it objectively better than dragonwing gliders, though.

Greases - yes, you can grease all three tools, with the exception of Samerian Glider, as you only get one of those, so it can have its passive resistance as an alternative. I will go in deep about the effects of greases for every other tool in their sections, but the common thing between them is that they don’t lose in damage, and their effects can cause reactions. Why was this piece of potential balancing implemented in the first place is beyond me, I would really benefit from an explanation. For Gliders, the potion effect is applied when you bump someone with your dragonwing glider. Oh, and, since we don’t hate fun, let us make positive effect greases that will instead be passively applied to ourselves while we hold the glider.


metal_pipe_sound_effect.mp3

The Lost Anchor - “An old anchor that got tangled between the rocks and torn away from its ship, now all rusted. Seems heavy.”

You know Devastate weapon skill, right? Now imagine that, but usable by every route. Yeah, not very original this time, but why reinventing the wheel? There are still differences, though. As I said, you can’t activate combat tag with the Anchor, as this slam only initiates when you already have one. Also works underwater, if you for some reason need that. The endlag of Devastate is still present, for those sweats who love punishing it and would yell at me if I didn’t add it - go touch grass or something.

Greasing the Anchor will apply the effect on slam, obviously. Positive greases do that to self.


Does Not Give You Wings, Apparently

The Island Cloud Jug - “An object of research of the mysterious alchemist, who lived in the now destroyed laboratory of Cirrus Town. Still retains its buoyant properties.”

Yeah, this surely won’t bring me any problems from all those people who don’t like airstalling. The Jug will lift you into the air at twice the speed in combat, but the meter will also drain twice as fast. A quick liftoff can be a starter move to an aerial combo that ends in an Anchor slam, for example. As a bonus, using the Jug knocks back anybody near the launch area - boostable by jewels, ofc. No damage is dealt, however.

Greasing the Jug will leave an effect cloud at the launch site, similar to Essense potion type, but it will only tick twice. Positive greases, again, will apply the effect to self.


So there yall have it, the three (or two) new tools. Each comes with PvE and PvP uses alike. I didn’t make them complicated, and none of their abilities are active like your rites or skills are - you don’t need to press a keybind for them, just equip the thing and meet its conditions. The tools being this simple, in my opinion, will cause many use cases to be discovered by those who have learned the incredible skill of using their head. Some might say these bring way too much mobility into PvP, and I say - what is the problem here? They aren’t restricted to any class in particular, and obtaining each tool is easy - two come with high drop chances from early locations, and third is given to you by the storyline. Dragon hunting is an exception, of course, but you don’t lose much from not having a dragonwing glider, if you already own the Samerian one.

Go start a discussion down below now, make it interesting.

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Greases can be removed at a blacksmith in the recentmost update

Yes, they can be removed, but I don’t want people to have to do all that, just to change the potion. Grease a separate dragonwing glider for every effect you need.

yes please
also allow us to super jump with high jump & glider equip again
trust it’ll be funny

Yeah, I see no issues here

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GOD I hate fall damage. I started playing again after full release after not having played for a year or so. I have not gotten used to it yet. :neutral_face:

Yeah, a cloud in a bottle is an established classic of air mobility in gaming, and AO just so happened to have an island cloud research lab as Cirrus’s secret.

99% of gamblers live before they win big and have their fall damage actually registered.

Yeah you basically just dropped the issue with your entire suggestion here. Glider and cloud jug are airstalling hell items, and the only thing lost anchor would be useful for is make you sink a lot quicker underwater because yeah I really needed devastate 2 and the fall damage negation kinda just cancels out the extra damage you end up taking from the fall speed.

All of the new features and items here are kinda just feature bloat and will make pvp ten times more miserable while serving as half-functional bandaid fixes against existing issues. Fall damage shouldn’t be this invasive to begin with and your suggestions just cover about 50% of the issues surrounding it while creating several new, entirely separate issues that will make anyone who has played PvP before reel in physical pain reading this. It is very realistic for me to take several hundred fall damage if I screw up even slightly trying to catch an airstalling mage. The answer is to make fall damage threshold way higher, which at this point I think is a way more realistic suggestion considering it’s probably just number changes and could realistically happen with new devs and vetex seemingly willing to let go on stuff he firmly rejected before

Gliders, from my experience, are fine ways to cancel fall damage in literally every circumstance I’ve been in other than skyhall. High dark sea islands, fine. Dragon cliffs, fine. Top of othrys, fine. Skyhall is the only glaring issue because it is too high (does not go well with AO calculating your physics server ended). That’s a skyhall and roblox issue, not a glider one. Just because there is a single instance of glider not working does not mean we ignore balancing and make some hellish change that buffs airstalling. Maybe just make skyhall a bit lower, or if the devs are more daring rework the way fall damage is processed so netcode jank doesn’t randomly kill you.

TL;DR needless feature bloat that makes pvp worse to alleviate an issue that could use simpler and more direct solutions to combat it more effectively

I will admit, the initial idea was to meld all this into JUST the glider rework, and only after I saw the “sink faster tool” idea, I decided to split it, add the “unsink faster tool”, and shift some of my glider PvP usage ideas onto those two. Perhaps tying these three to PvP was a bad idea from the start…

That is true, but only because I already did a fix to fall damage:

Oh, this contains the glider ideas… Huh. I… forgot I wrote this here.

Agree on that, I keep my glider in my hotbar the entire time.

Well, the PvE side surely isn’t useless, that could stay. For PvP, can you explain to me why exactly airstalling is bad? I want to know why people don’t like it. That might have been a good question to ask before I made the suggestion…

I like falling damage
It makes jumping off a skill check, if you can parry the ground or not

Alright, skill checks are fine, but not in the game that takes two seconds to register me pressing the G key. Plus, you can’t block while carrying sealeds

Yeah fair
I have quite good ping and stuff, can see why itd be annoying
(Other stuffs are good)

Apparently not. Very looking forward to the explanation on why airstalling is bad, even if we give everybody an air mobility tool kit. That will be a very useful reading.

Dont pvp much but from my experience with it i can tell the following

Some moves force you to touch the ground (quite a few zerker moves) making playing against airstallers not exactly fun because you keep taking damage trying to close the distance.

Makes hitting non-hitscan projectiles really hard. A lot of players rely on the aoe of the move hitting the target, which is quite a bit harder when your opponent in in the air (there is no ground to hit after all) So either you need to get a direct hit on the target (Considering your opponent is still moving around in the air you can see how non-hitscan moves just struggle)(also consider size downscaling making projectiles and moves smaller).

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Hm, right, class kit issue. If only somebody did a suggestion of a ranged tool for fighting styles to even the field, especially against bosses like Allanon and Krakens…

Valid issue. Hate AoE all you want, but it is indeed difficult to aim at an airborne target. The meta will basically shift to self-explosion and the usage of weapons, as they have so many AoE skills that don’t require surface.

Yeah, I understand now. We aren’t bolting autoaim to every move in this game after all, so the two other tools might need to be stripped off their PvP utility.

Creating a problem then self promoting a idea to solve that problem doesn’t solve the first problem

Uhh…

Guess ditching the habit of making a discussion topic prior to the suggestion topic was a bad move. Noted.

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