that’s indicative of the community and not the core gameplay mechanics
explain why this is the only game I’ve ever seen this happen in then.
why? i’m not a psychologist, just a guy who understands the gameplay mechanics of ao
because one’s skill in pvp has literally nothing to do with their skill in pve or vise versa.
I’ve seen pvpers get stomped by calvus while pvers that same pvper would kill with 0 effort go through the entire story without dying (outside of pvp) once.
they are practically entirely different games.
you and i have completely different experiences then
frankly I was talking about myself.
I am the person who typically does not die in story content while progressing a new file and can’t fight in pvp for shit.
its a whole different thing that requires substantially more separate practice to learn.
if you got both down, great, good for you, but if you weren’t the exception in doing so, this rift would not exist.
it’s a matter of experience
let’s talk about the calvus analogy
what skills do you need to beat calvus?
- timing
- movement
- blocking and parrying
- punishing
- a bit of aim (but not much ngl his endlag is so fucking long)
now what do you need to be good at pvp?
- timing
- movement
- blocking and parrying
- punishing
- aim
fighting a player is like fighting a really smart npc
if you have the basics of fighting npcs down you can get started on players
and if you’re good at pvp then npcs are literally just more stupid players that you can steamroll
(i can beat level 400 atlanteans cus of their severe lack of competent ai)
as for the rift between pvers and pvpers
idk i’m not a psychologist, something something toxicity and gatekeepers idk
another large difference between the way AO is designed vs other games with both PvP and PvE is that PvP is simply not the endgoal for most players.
Let’s take a game like deepwoken, for instance.
At a glance you’d expect deepwoken to have the exact same problem as here because it has PvE and PvP, and the two can be very different from each other, but it doesn’t.
This is because deepwoken’s entire grind, to the majority of its playerbase, is to create a build to use in PvP, or otherwise to use as a stepping stone to learn the game well enough to reach that point.
Deepwoken is a PvP game with PvE as a stepping stone to reach that point.
AO is a PvE game with PvP as an afterthought.
Already mentioned that.
No, Im just putting it as an example on how it can aid (even if just a little bit) on exploring.
Oh well, nothing to tell you besides that my own experience has rarely ever been ruined by it.
Sure, but it would be worse if it got removed.
Giving the PvEr a chance of out-agility is far better than not giving them ANY way to flee a gank. At best, with agility removed, it would be a question of whoever has more pots.
So you’re saying we should sacrifice the enjoyment of PvErs on every other pve related activity, making vetex replace stats of a shit ton of armors, make so the only 2 viable potions for both ganking and fleeing a gank be slow gel and agility potion, bc sometimes the person being ganked cant out-agility the ganker?
Thats not better at all.
If you mean the point about gankers being able to flee unpunished I’ve already talked about that multiple times in that message.
If you mean the potions stuff, just refer to the points above.
I hadn’t even considered this angle, this is horrible.
The majority of potions are already completely without use because they’re outclassed, this would only make the problem even worse.
I don’t care about the main topic, I’m here for this.
Apex Legends, Assassin’s Creed, Borderlands (if you make your build specific), Castle Crashers, FALLOUT 4 SOMEHOW, Project Zomboid, Teardown, Gmod, Any free roam lego game with flying characters, The Finals, PAYDAY 2, Jedi: Fallen Order, and even SAO: FB has either as fast (or so) or FASTER base mobility potential.
They also don’t go that far, and most games have an agility-type stat given to you if dodge chance isn’t given first. It’s to make the player have to be more skilled and adapt to their stats. It works for AO, and I enjoy it. PVP, it sucks, yeah, but that’s the risk you take when something is added for one part of the game and not the other.
Also, you are being rude to people repeatedly, please, don’t be rude. Have some respect for your own actions.
Ngl, Im fully expecting this topic to be closed soon for toxicity and bc this is not going anywhere
Have I taught you all NOTHING?
But yeah, I like agility. Most RPGs or MMOs have some version of a speed stat, and I like how AO makes you have to weigh out what you want. Speed or another stat, it’s really fun. It becomes a puzzle to figure out how YOU want to play.
(My high agility, high attack speed glass cannon of a conjurer :3)
I wholeheartedly support the removal of agility because
- What onion said
- If I’m gonna gank someone I’d actually observe them first and pop a slowness gel if they got high agility
- Agility is so dogwater without high invest might as well remove it
- There’d be community backlash and vetex have to make PvE actually enjoyable
potato emoji
i think we should remove ALL stats and make them scale by level so everyone is equal
armour is just there for vanity
But I like agility
And increasing base speed isn’t a good compensation bc it boosts every build equally, and some builds need agility way more
damn expand your library then and play tianfall
SKILL TREE FINALLY
with agility removed, it is FAR easier to escape a gank than it is to chase someone
potions are completely independent of the agility problem
stop acting like it’s impossible to escape ganks
it would be easier to chase down gankers who currently minmax a high agilityt build
potions are completely independent and outside this conversation