We either keep agility and implement accuracy, or keep agility but in player combat it automatically turns into the accuracy stat as a substitute.
are you high rn
Could you elaborate as to why you think these changes would help?
Because to satisfy both groups, agility is kept within PvE, you also arent random killed because of the toggle, and if it is automatically replaced with another stat (accuracy as vetex already plans to replace agility with this) within player vs player combat then there is so unfair advantage of escape and return healed like a mosquito until you kill them.
Also someone else suggested we combine resistance and defense so I thought I would add that as it sounds somewhat reasonable, you can tear that to shreds if you like but I’m more focused on the agility thing.
Alright, what about the combining resistance and defense, and the other option of just keeping agility?
As someone else stated agility COULD be a way to counter accuracy as you are harder to hit and they would neutralize each other entirely dependent on accuracy’s function, but I am leaning more on what I explained first.
delusion
You’re the second one to state something relating thinking this post is stupid, what is the reasoning behind this? May any of you elaborate?
So.
Even though fights are being prolonged by the energy/hunger rework, you want to further prolong them by making any pvp viable build make it basically impossible to deal any damage while someone is holding a move?
To give you an idea of how bad an idea that is, if you didn’t nerf Resistance heavily, the average PVPer would take… literally zero damage while holding an attack.
500 resistance is already 88% damage reduction while holding an attack, and the average defense of a pvp player is 700 to 900.
how does being able to run away counter somebody being able to aim better? lol you can counter any player just by having 300+ agility while having high power and defense this genuinely makes no sense.
the whole problem with agility to begin with is you can run away from fights freely even with much investment. i don’t think accuracy should be a thing but agility has its problems because its unfun to play the game due to it lol
Agility is getting canned because vetex himself hates how its abused solely for running from fights.
People love to say that they use agility for PvE (which i’m sure a lot of people do), but a LARGE number of players use it exclusively to abuse in fights, for either running away (as seen by people crying about swim speed being made to work only outside of combat, which hardly would have effected real pve), or to use as a “I cant lose” switch. End of the day, whoever has the most agility in the current meta either wins the fight, or simply doesnt lose.
For any PvE concerns, dark sea islands themselves could just be adjusted instead, since that seems to be the major concern with agility being removed
I believe it’s quite obvious that stat scaling would be tweaked greatly because maximum resistance is in the 500s or 600s while maximum defense is in the 4000s, at least I think it was that way
So I believe that 1/8 of its current efficiency would solve the issue
outside of combat movespeed jewels will exist
No that’s incorrect, substats scale less hard as the level cap goes hard so that’s not an issue
do you want to combine power and armor piercing, intensity and attack speed and destruction gems and attack size too?
Three things:
- There will be out of combat movement speed jewels already, and they are more effective than Agility currently is in efficiency.
- Agility working in PvE combat trivializes any PvE content since you could always just run away while low then return to finish the enemy off, very easily.
- Vetex has vetoed PvP and PvE separated combat tags at least 4 times by now.
Isn’t that… the entire point of what kiting is?
I need some way of beating up the level 159 Atlantean and dealing damage until it’s ai actually spawns in to get a headstart feels too scummy