So, why, exactly is agility being removed?

Vetex’s main point of contingency is that it has no place in combat, because players can initiate fights and then run away from the same fights they started. So this begs the question, why not just nerf agility in combat, while keeping the stat as a whole?

I’m not gonna pretend like this is some crazy unique idea, I’m sure thousands have had the same idea, but I can’t be bothered to go on a wild goose chase to find those threads, so I’m just gonna ask it myself.

Nerfing your agility in combat by 50% alone could probably permanently solve this problem without much influence on people who just like to go fast out of combat. I may be a little bit biased because I have a kit that gives me the max amount of agility (like 690, its absurd), but I really don’t see the point in removing agility as a whole when there’s so many other less nuclear options. There’s probably something I’m missing, I’d love to hear others input on this.

thats just a bandaid solution. they nerf it by 50% in combat, people will complain, itll be reverted to something like 10% less efficient, people complain its too fast, then itll be nerfed, etc.

its much easier to replace it, especially because it simply has no place in pvp

also in terms of not working in combat, it makes much more sense to be a jewel effect(which it will become), since swim speed is similar in that sense. meanwhile no main stat loses efficiency in combat (except regen technically🤓)

1 Like

bottom line most people just think its too overpowered

i sorta agree but this just seems like a bad way to go about a problem like this. esp since the stat its being replaced with just doesn’t benefit strength builds (which is the build that agility was argueably most useful on)

Unrelated note, but swim speed is the outlier. All other jewel substats function at all time, whether in combat or not.
Inconsitencies in an otherwise consistent mechanic shouldn’t be made more common, they’re worse than linguistic exceptions.

gonna keep shilling my post

i hate the replacement stat even more

i would rather invest stats into armor piercing than a stat that does not work in combat, all stats are made for combat (including agility, the only reason it’s being removed is that people weren’t using it for combat in the way it was intended to although poorly designed) so this wouldn’t make sense
currently agility has been essentially removed and is there just to waste efficiency points, the reason it was removed is because people use it to run away from fights or chase people down, having near complete control over the outcomes of a fight outside elysium - i believe agility is awful for dodging attacks because of client sided hitboxes (which is what agility should have been used for in the first place) so the only rework i can think of is making it not increase your travel speed and distance but increase the duration of ground dodge i frames which will be added in the full release and add i frames to high jumps and reflexes, possibly still enabling teleport dodges at high amounts cause it’s cool
i’m not against accuracy (not like i have a say) but it sounds kinda stupid as a stat, will probably be inefficient (though i hope this will be more useful for projectiles than attack size) and it’s just not as unique as agility
i do not understand the purpose of removing agility before the full release though and i think this needs to be reverted until then, compensating for it will only take more development time that could be spent on the update which i am TIRED of waiting for, it’s obvious this hotfix was rushed because of savant’s current second awakening being broken, an oversight in the fix for a bug allowing second magics on hybrid classes which probably wasn’t tested
sorry for the yap

1 Like

agility is the most nerfed stat in the game and its still a problem, theres not really any salvaging it for combat use
plain and simple

this would be valid IF there wasnt a solution, vetex stated that as people levelled up, they would need more of a stat to keep up that same amount. eg: a level 125 with 300 agility would go the same speed as a level 600 player with 2000 agility)

regardless of if it works a major flaw of the current combat system is that any sort of mobility boost makes you overpowered at running away because people get locked in place when attacking

1 Like

as a followup, consider that its already extremely hard to catch someone if you both have 0 agility

add any to them, and it becomes almost impossible.

you haven’t even tried it out

Rewording a comment I made on the subreddit an hour or so ago

Agility has never really been a fit for AO. It made sense in WoM when the primary verb was run and then you did some fighting after you were done with that.

If agility had not been ported over islands could have been designed with a specific movement capability in mind (this is imho the most important point here). Attacks could be balanced with the same general movement capability in mind and the other substats could be balanced the same.

But that’s not what ended up happening. And players got used to the agility cushion, a cushion that didn’t match the sofa it sits on.

Loads of stuff is being added to replace what is being lost and in some ways it’s nice. Not needing to run agility as a main substat means that when you are in the dark sea you may have the stats to actually deal with Atlanteans rather than just run past them. Which seems to be the gameplay loop being suggested by the ability to bring your squishy crew along with you to carry chests. This is bolstered by the addition of climbing gear allowing for infinite climbing time. We still get the benefit when it comes to exploration and it doesn’t even take up substat efficiency.

It’s unfortunate the PvP efficiency change came out before the toggle, that’s the one bit of pushback I can really get behind but as full release comes out. I think legitimately the removal of agility as a substat is a step in a healthy direction.

TLDR: honestly if agility was removed in TGR instead of now the games trajectory and design would be in a better spot. In this hunk of shiny rock’s humble opinion.

1 Like

Mostly because people run away when they’re being bounty hunted and from what im told, its a difficult stat to deal with in that case.

ill plug my personal experience. i don’t bounty hunt, i find it to be a useless activity that yields almost no reward and i cannot fathom why someone would unironically engage with the mechanic so idk why it receives this kind of consideration. But yes, agility does help you enormously in not getting hunted which is great for someone trying to be on the LB so it was mostly changed for that reason.

That being said, I’m happy the stat is going to be a substat for jewels cause i can fit all of them onto theurgist set and have a super solid dark sea island traversing build without getting fucked over by one lightning strike.

Most of this was me just shitting on bounty hunting. I want to do it but theres like no incentive to. What i don’t get is why bounty hunters hate agility but they don’t hate that they don’t get to keep any of the rewards they earn.

I say cut all armor stats.

I gotta agree with theoretical here I am slightly concerned about literal homing being in AO

If any of y’all are mobile game veterans then you’d know about the horror of the nanobots swarm rifle in pg3d…

Gem stats feel chaotic and regular stats are lacking or incredibly unused (ngl keep agility as is with the disabling in combat and replace armor piercing with accuracy as nearly no one uses it and accuracy feels like an 100+ stat)

Being a gem stat open people up to actually use other builds

If it remained an armor substat people would be gimping their performance in combat for an out of combat bonus

it’s fine to be concerned but i was replying to a post saying they HATE homing :sob:

If we’re talking about oOc stats being gem stats (which is starting to make more sense), then warding should be there too, no?

1 Like