Potential Combat/PvP rework

Honestly reading through that only further solidifies my belief that the PVP needs some serious reworking to break all the metas and make the game’s PVP more of a fair rock paper scissors type of engagement or just something that would disrupt unfair gameplay. Scaling damage resistance based on the number of player targets attacking you for instance would mitigate ganking. Some strategies are just so unreasonably strong that they can work a person into a complete rampage and leave a mark on one’s psyche so painful someone can hold a grudge for years. Hell I already hold a grudge on a certain leaderboard player myself though I wouldn’t go this far.

Perhaps there should be more spell/skill clashing even when people are in a party?

Solid idea yeah.

i dont know about you bro but i really think elden ring pvp is going to be a gazillion times worse than blox fruits pvp considering how laggy this game is, and anyone who has tried elden ring pvp knows how laggy and latent it is.
(vetex said pvp would be changed to be like elden ring combat if he could)

How would you even make the large scale vertical combat of AO anything like Elden Ring? The games share pretty much nothing in common with the combat system itself…

My only idea is that he’d remove T-jump in the worst case and reduce its max height gain at best, while also applying that to dodge reflexes, dashes and movement abilities (when facing away from enemies). This basically encourages a more Elden Ring-styled combat system like Vetex wants.

In turn Mage (well maybe every class tbh) would probably need a ton of damage falloff (around 75% is probably reasonable considering so many Mages just use distance to their advantage) after around 50 studs, and maybe a max amount of stat application per hit (around two because I saw a warrior get wiped after a mage spammed light moves with gel and blood disease that shredded 2.8k HP in under 10 seconds wtf :skull:). Wouldn’t solve everything but it’d definitely stop Mages from using airstalling as excessively.

The largest problem with an Elden Ring-style combat system would be the fact that hardly anybody that hasn’t played Soulslike games would definitely not be used to it. But it’s a cost that’ll probably be acceptable.

Assuming the playerbase is actually experienced in Elden Ring. And if that assumption is wrong, that’s an efficient way to violently kill the game.

Elden Ring style combat would just suck in AO to be honest. Or rather the whole souls type of combat in general.
It’s a pretty slow clunky style of combat while not to mention that it’s highly carried by the great enemy and boss designs accompanied by the level/world design. I’m gonna ignore that it’ll require a lot of resources and time to make it even good (by adding proper movesets for the many weapons (relics too) , fighting styles and magic with proper thought & planning)
er pvp is ass too now imagine that with shitty roblox servers lol
also most roblox players would have never played ER considering that its somewhat pricy and needs a good device to run o(TヘTo)

that one is up to vetex, i can sort of see it in my head but its really hard to imagine this game with a different combat style.

this, i like arcane odysseys combat because its extremely fast paced, i would argue it probably takes more skill than deepwokens pvp due to the fact projectiles move at mach fuck and most of the time they do damage to you when they dont even hit you

At this point if vetex want to have Elden ring style combat, vetex better off remaking whole game

I feel like with AO’s lag it would be horrific to play. Plus how would armor stats right now work? You’d have to gut all the mobility. Yeah it would be the grand revamp 3.0

First step to me would be massive improvements to hit detection accuracy and server performance speed, then making blocking and parrying not feel awful like they currently do. On a good server they can be somewhat alright but melee weapons have the buggiest and weirdest feeling m1 hitboxes and blocking without a weapon is inconsistent at best and outright completely breaks at worst. Being parried needs to disrupt players more and hit stun needs to exist in some form, though to a lesser degree than Elden Ring to suit AO’s combat. Parrying just needs tighter, better performing parry frames to feel good. Also poise breaks straight up don’t do anything 99% of the time when you click on your opponent right now, which they could be used immediately after a parry when in melee combat if m1’s weren’t so bad right now to incentivise close combat or immediately after a counter move like retaliate. Optimization and polishing of current combat systems to make them look and feel better is a must though, just a shame that optimizing games is one of the hardest problems to solve.

I do not think heavily copying Elden Ring’s combat is a good idea or makes any sense though. Having such a powerful and customizable set of attacks does not suit that. Frankly the game playing more like a Dragon Ball fighting game just without flight in combat would be better, just not flat out copying.

You have complete knowledge on how that is so true…

(IT’S ALWAYS FUCKING 150+ POWER AND 1000+ DEFENSE META LIKE WHERE ARE THE SUBSTATS)

The fact that anyone even refers to the other gear stats as “substats” is honestly part of the problem. I think all stats should provide equal value and have stats they’re strong against and weak against. Like how range can beat out haste by making punishing move spam easier or how piercing directly counters resistance. Power and defense should completely cancel each other out for the same amount of efficiency points, and something like regeneration should outpace power (if you are accurate with your hits) but be defeated by let’s say size as an opponent can hit you when you can’t hit them. Some kind of dynamic like that. As it is the gear stats are more like a pyramid and power, defense, and size are all just sharting on every other stat below from the top of the pyramid.

Size is honestly only up there because it’s the only remaining crutch stat, that’s really it.

You don’t even have to invest into size too much nowadays with how massive attacks can get on their own

there needs to be more substats like charging speed or something, makes your attacks charge faster. example being instead of your ultimate art taking like 4 whole seconds to charge it would take about 2 seconds for it to wind up fully.

or nah fuck it, just make size, dexterity, range and haste potions. the reagents used to brew those should give an alternate effect when they are made into a jewel substat.

Let’s not make consumable buff stacking the new meta please, for the love of god. The consumables we already have with oath diamond are already strong.