I understand your perspective, but the main point of the original comment wasn’t directed solely at you. I was addressing the general opposing party’s stance on agility removal. This discussion goes beyond just your viewpoint .
Yeah, what about the people who aren’t high size, power, and defense sailor warlords? I’m sure casuals didn’t build into that ? Agility is meant to enhance mobility in all aspects of gameplay, not just exploration . Gutting its combat utility essentially ruins what the stat is supposed to do. On top of that, it creates this weird inconsistency where agility works sometimes but not in other situations, which would frustrate players who invested in it (This shift would feel unnatural, as the stat doesn’t operate consistently across all scenarios. Players who invest in agility expect it to work the same way all the time, and changing its effects mid-gameplay undermines the sense of reliability and control that a stat like agility is supposed to offer.).
This wasn’t me suggesting that we shouldn’t address the issue; it’s pointing out that even if we nerf agility, it only shifts the problem rather than solving it . Gankers will always find another mechanic to exploit . Also, I’ve been the one proposing solutions, so I’m not sure why you assumed I was implying otherwise .