Remove agility please

so address those instead in order to persuade us

I am trying to read the entire thread before doing that so then I can also adress my previous arguments. I simply am replying my stance on this persons statement and presenting it to whoever decides to listen.

edit post nowwww

just ping me tomorrow when you’re done reading the thread because i got no more gas in me

i’ll do it later i’m tired rn

Now, then. I address the other parties argument.


How does this make exploration more grand? If anything, it makes it bland and boring. Many disliked World of Magic because exploration was difficult; you could barely get anywhere. Without agility, the base speed would need a significant boost to compensate for the massive combined map size. Rather than enhancing exploration, this change seems to limit it, making it tedious and dull.

And here’s a good point too :point_up_2:
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Server hopping is a practical solution to avoid immediate danger, not a sign of defeat. Gankers with agility don’t automatically win every encounter, player skill, strategy, and preparation still matter. Agility is a double-edged sword: it helps evade fights, but it also makes committing to combat harder for gankers. Rather than blaming agility alone, it’s worth considering broader changes to balance mechanics for both PvP and casual players. (and also, most Casual players may lack PvP-specific skills, but that’s not a reason to single out agility as the problem. Agility benefits both gankers and casual players—it’s a tool, not an automatic win button. Instead of removing agility or penalizing casual players, a more balanced solution could involve adding mechanics that level the playing field, like stronger defensive options, better escape tools, or penalties for excessive ganking. The issue isn’t agility itself; it’s how the game incentivizes its use in unfair ways.)
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The key difference isn’t as one-sided as it seems. Agility allows for quick escapes, but it also sacrifices other stats, meaning agility users are often weaker in direct combat. If someone with high agility starts a fight, they’re taking a risk by being less tanky, dealing less damage, or having slower attacks compared to others. Their ability to escape is part of that trade-off. Additionally, maybe so agility doesn’t guarantee an easy getaway, suggest vetex includes spells or moves players can use to counter it with strategies or mechanics that limit movement rather than full on removing agility.

The concern about gankers using agility to exploit casual players is valid, but removing agility entirely might not solve the issue; it would simply shift the problem elsewhere. Gankers will always find ways to exploit other mechanics to maintain their advantage. Instead of removing agility, a better approach would be to implement mechanics that specifically protect casual players from repeated or unfair ganking. For example, features like safe zones, temporary buffs after being attacked, or penalties for repeated ganking could create a fairer experience without punishing players who use agility for legitimate reasons, like exploration or defense. The problem lies in how ganking is incentivized, not in agility itself.

Screw agility in PvE just make AO more non-agility friendly

Dark sea island size nerf benefits everyone. Stop the capitalists from gatekeeping the bags!

7 Likes

As i’ve mentioned server hopping after they run away only lets the ganker know that they can get away from any fight with no consequences, thus encouraging them to gank more

But you see azure, the problem is that they won’t ever lose an encounter with high agility unless they fumble really bad. They can just run away when they’re at low hp so there’s literally no consequences for them engaging a fight

skill won’t stop them from running away from fights they’re losing easily. As for preparation gankers typically carry potions with them too so

No it’s really not that hard for them to fight aslong as they got a good amount of power and defense which most of them do with their high agility

…But agility is the issue here, unless you’re talking about solutions to agility apart from deleting it for which I’m up for

Casual players being forced to build into agility if they ever want to escape/chase the ganker back

It is however a way to get out of any fight without consequences

??? why do you want to give better escape options THAT’S LITERALLY HELPING THE GANKER. AND HOW DOES BETTER DEFENSE OPTIONS FIX ANYTHING?

which is an issue with agility.

I’ve mentioned before that people who run agility can still fight people just as fine. Also:

well it’s not a healthy trade off, for the low price of your attacks being slower or smaller you can escape out of literally any fight

I’ll admit removing agility should only be a last resort

Like? If you’re talking about potions then those are a completely separate issue

these are solutions so i’ll just ignore them because im tired rn


this is a bit off topic but I want you to be fully honest with me, you used AI for this didn't you. I won't judge you as long as you admit it but don't do it again because it makes parts of your argument confusing and ruins credibility
4 Likes

make all these pve fellas deal with the shitheads i deal with every time i play ao and they probably will change their mind rather quickly about agility

i feel like most of you dont understand the problem fully

5 Likes

literally me
i went from “people who build agility deserve to see their investment pay off! exhaustion is such an unneeded mechanic! :smiley:
to… well, making a post to remove agility out of frustration

I didn’t make this off of AI, anyways, you’re framing agility as overpowered when it’s only an issue in specific scenarios, like ganking (and really only ganking). Agility is designed for fast movement and flexibility which sacrifices power and defense, making it less effective in prolonged fights or against players who adapt. The problem isn’t agility itself but the lack of systems to counter its abuse (and for mosquitos or people who can still fight just as well, we can introduce mechanics that take away from certain stats for having excessive mobility like 150+ agility and -150 defense or longer dodge reflex cooldown. more solutions listed at the end). Gankers exploit it because they face no meaningful penalties, not because the stat is inherently broken (in my personal experience and many of my friends it really was not that overpowered, high size for me counters it and I’ve been ganked countless times).

If the main issue with agility is disengaging and healing, fix that. Introduce penalties for fleeing combat that you started, counters to excessive ganking, or like the afroementioned, give safe spaces or temp buffs. Nerfing agility into uselessness or removing it punishes players who rely on it for exploration or defense while doing nothing to solve the real problem: the game enabling exploitative behavior (which removing or nerfing agility only shifts the problem until everything is so nerfed that PvE is screwed over). Balance the system; don’t destroy the mechanic.

4 Likes

The thing is, most of them do. I know I do at least. I am ganked on average 2-3 times a day. Agility just aids me in killing gankers, but its not a required. In fact, my snow mage runs zero agility and can still murder excessively agile mosquito gankers. I can say boldly enough the main problem isn’t agility, mind you I don’t have that much pvp experience and I’m mostly a quality of life, item and title collector player. Agility is only a fraction of the bigger picture; game balance.

Bruh :sob: btw I’m not advertising it I just really like it rn

as ideal as system changes like that would be, unfortunately i just doubt it will happen.
though i do think its better than removing agility

Problem is, system changes may create new problems in their implementation, and you’d have to come up with MULTIPLE ideas to patch a problem that could easily be fixed by removing the stat, even if it is more ideal.

And regardless of that people will always find a way to abuse a system. So what the hell will we do?

What? This statement mystifies me. You are suggesting features be removed for simplicitiy. Why don’t we just remove every class except mage and every magic except 2? Why don’t we remove all gear? That would make the game balanced, no?