Reminders for AO (Part 3)

Or rare weapons can just be weapons of the rare rarity, so poison tooth dagger, elius weapons, triasta, vindicator, sunken, along with argos’s halberd and lance but those are strength weapons too.

bio WHAT

It was a misinput

I do not believe it bio

get back in the cage

Having a warrior file compared to other files which have skills like airstep or leap it is incredibly hard to move around with weapons. Not to mention since crash and weapon movement skills are getting nerfed to only work in combat, it’ll be incredibly painful for warriors to move. A 3rd weapon movement skill would be incredibly nice.

Not the cage! :sob:
Anything but that

3 Likes

“hey! look at this RARE weapon! we’re nerfing it to be practically equal to the normal ones.”

maybe it can be justified by the fact that its “rarity” comes from running around and clicking on 150 weapon chests instead of 12, but what the fuck?

oh and also sunken sword’s obtainment method sucks
locking it behind the most repetitive and boring feature in the game with a 1 in 10000-something chance

7 Likes

why is a grab move being nerfed in ao grabs are already bad enough as is bruh

they’re not gonna be practically equal though??

They still get a higher base damage, being 15 base dmg compared to 5 base dmg

base damage is some sort of value that every move is scaled off of right

User jawa is yammerin’ simply to yammer

Figured I’d leave my thoughts here. I got two sides to this:

“God damn this is great for the game”

“Oh shit, this is not super good for new players”

To go into more detail on that second thought, I have to wonder how exactly this reputation system would unfold. Frostmill, for example, is not an island with a lot of ‘space’. To have a bandit outpost there would undoubtedly mean that a new player would stumble upon it at random in their first hours of exploration and quest conquering. If these npcs were even at the like, 20s-30s range, that makes them all significant threats to a player at frostmill, who has few movement options, and likely no gear. And if they are really unlikely, islands will be ‘evil’ essentially, and surrounded by a pirate blockade. Something newcomers on their rowboats/sailboats aren’t going to be able to handle.

They could just not attack, or even be visible, to players that are below a certain level

Problem solved.

from what it sounds like the pirate fleet is more of an event you get since it’s under the “insane task”, plus with islands like frostmill we don’t know where the bandit camp will spawn, as well as with other big islands too.

I’m more worried about the camps on smaller islands since there aren’t as many areas they can be in.

actually they will be cuz the dmg differences rn are already pretty small (like 20 dmg), next update theyll be even smaller

even still I don’t know why you’d want to use basically a slightly worse of the weapon you’re using when they get the same skills at the same level :person_shrugging:

huh? am i misunderstanding this or are you actually saying that old/common weapons get the same skills at the same lvl as rare weapons? im confused

anyways rare weapons are supposed to deal more dmg than common weapons cuz well theyre rarer :skull:. On top of that the dmg differences are already pretty small so why nerf rare and uncommon weapon dmg output even more. Unless this was supposed to be an indirect buff to savants i just dont get it

most of the rare weapon skills cost the same weapon stat amount as normal weapons do, some of the uncommon ones do too. the only weapons that don’t have this same cost are vindicator, triasta and ravenna greatsword afaik.