Passives/perks in ao

Passives/perks in ao
effort 4.0 5 quality 4.0 5 reasonability 5.0 4

The deck builder in me wants this

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sick

feels like savant will be profiting alot from this

aren’t gem effects already passive effects?

Current gems effects are just straight up stats, read the google doc to see what i am talking about

The idea of passives in this game sound cool but most of your ideas for new ones to be added in your document are incredibly situational, harms the player more than helps, or is downright useless and will see limited use in PvP. Only way I see it being used is those random PvE players who use it for some niche build

The ones regarding hazards and charging especially since people can just like move away from them and because charging isn’t used in PvP that much anyways.

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nonononono this is just wrong. especially if you have a magic that can clear statuses

honestly, i would like if you elaborated more as i am not sure on which ones you are talking about

though something i would like to say: hazards are indeed not great (only relevant hazards are the clouds ones currently) , charging up attacks is also not really used in pvp indeed (i doubt you meant charging energy, as that is always used in pve and pvp)

i am of the belief that just because something isn’t great doesn’t mean we cant make it better, and that why i thought of passives that would make use of niche mechanics and build upon them and hopefully improve them, as with proper execution and tuned numbers they should shine, even if only on some specific scenarios ( example: you could argue that hazards are useless in overworld hunts, but they could shine in certain 1v1 arena settings, or in clan wars ig), also i recommend not just looking at stuff just in a vacuum but consider it used alongside other stats and passive combinations

i would appreciate feedback on which passives you believe have too hard of a downside, and which passive could change it bonuses or tuned to become more interesting , and which ones you think are fine

(A storm hit our area so my pc’s internet is cooked and I have to write on a phone so bear with me)

Out of the magic passives the only one that might get use is Arcane shock since it deals more damage but a lot of them will never see the light of day.

The hazard related passives (Blockade, volatile hazard, and arcane architect) try to make the player do some kind of trap based playstyle but that doesn’t really work in a movement based game like AO. So they fall under being situational and obsolete.

The spell charging ones especially could use more work. Calm Mind sucks because of the fact that it literally makes charging anything useless due to the fact that getting hit causes the spell to fail. Then with hasty mind you nerf your damage just so you can be an easier target for mages and gun users. And with vengeful caster only the Oracle players will have the effective amount of health to not be dying because of it.

To me a lot of this could’ve been more useful in a game like WOM.

agreed that a hazard related playstyle seems farfetched rn, but recently the game has become far more slower paced with every balance change, and with the increase of tiers i have a hope of hazard gameplay being completely viable rather than a meme-like build, and i am sure a lot of people hope the same

about the charging passives, calm mind was supposed to be a situational passive when i conceptualized it- a high risk for good reward - only use it when you think you are safe

hasty mind yeah i agree, too big of a downside

though for the other passives- (not the mage ones) do you think they are fine ?

Me-wow! Is that the latest Felinor fashion? :3

Of the non mage ones that I like that stand out, I think cycle should be changed so that instead of permanent damage reduction it should be like Smash move staling (overusing the same attack weakens it), so that way more people would be inclined to use it.

Iron will, opportune Hunter, overcharge, and Defensive tactics + Automated flow is basically a direct upgrade

Cowardly tactics is kinda vague since I don’t know what it means by “increasing ability to retreat”

Human bullets positive stat should be replaced with attack speed

I don’t see berserkers getting much use of the hunt since they’re meant for close range

Take-off sucks since without the air movement you’re cooked, and the extra distance doesn’t make up for it.

Also Alternance seems cool but it should just empower the same type of move rather than the opposite move type

The other ones I’m neutral about or the stat is too vague to get anything from.

Is there any passives for weapons build? Because warriors are gonna get really mad if it’s put in the game but they got nothing.

i’m not the one who made this, just posted the list so it wasnt just a link

Oh, ok ssry

dw abt it

I couldnt think of anything for weapons, or how they could be implemented even lmao

It could be more gimmicky things that would improve on the gameplay aspect, like making parry bettey and giving you buff if you parry an attack. Since weapons are not working really well with the elemental aspect of the game (expect if you’re a conjurer).

Self shilling, but AO would be cool if there were more ways to disadvantage yourself for perks besides insanity. I really like the “greedy” trait somebody made where you have to gain money in order to not gain insanity. I think playing with that would be cool, like a crippling fear of water meaning you waste more stanima in water in exchange for a faster swimming speed and movement in water.

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