What about my suggestions are bandaid fixes? Can you elaborate? How would they not hold up with time? Making it so that people with too much agility for their level get it weakened in combat or on being hit and/or adding in content here and there that is built to explicitly handle evasive targets would, as far as I can tell, work for the rest of the game’s existence. No new problems created that need to be tackled, little if any extra adjustments needed after the fact. Well unless some new attack is implemented without good enough balance testing first.
this would barely do shit (which is confirmed by agil scaling be reduced several times over the course of its existance)
this would feel like complete dogshit to play with when running agil, random speed up/downs never work well in games like this
gross
this would make non agil even more miserable
Doesn’t have to if it’s done right.
If you don’t like it stop running such high agility in PVP, which was the idea of the suggestions. Y’know, incentivizing players to not abuse super high agility in PVP. It’s supposed to feel bad to deal with, that’s the idea. Being punished for playing like a jerk should suck.
Fair point, that one could use some more consideration. Also cursing doesn’t make you cool.
i dont run agil, youre just assuming shit
i made this claim with experience in other similar games and experiencing insanely annoying experiences where movement felt awful due to getting speed ups/speed downs in combat without any input from myself
this is better solved by just removing the damn stat
im the coolest guy around pal…
fuck shit shit fuck!
I wasn’t just talking about you specifically, it was a more general “you” referring to anybody that does it. Also did you not read any of the parts that mentioned how removing agility can be detrimental to the game and hard to fix? Feels like you’re not considering the consequences of it much and are hyperfixated on how annoying agility abusers can be.
it wont be due to being replaced w gems tho
theres 0 stakes for agil users who dont abuse it, aside from having to remake their sets (which takes a single luck4)
cough
Also there’s the issue that to become more agile in the game you literally have to learn how to cut gems better which is just plain goofy from an aesthetics point of view. Also getting luck potions is debatably the most annoying part of playing the game. Then Vetex/the other devs have to remake every single item that gives agility in the game which is so much work.
2 hour agil user hunts say otherwise
i mean its less goofy than putting on some piss color chainmail and becoming 10% faster from it
wdym its directly being replaced by accuracy, the most theyll do is change change a few gears to have less insane stats (calvus would have power size accuracy)
how is this different from having to do jewelcrafting for block power or other fundamental mechanics (the potion ones added recently, the DoT ones)
I have no idea what this means.
That’s also goofy yeah but makes a teeny bit more sense that it being only gemstones that allow for the user to move more freely and focus more magic energy more effectively into propelling their body forward.
Did you even read the whole suggestion? I state in a multitude of ways why that’s bad.
It’s different because while those do affect the overall gameplay, they’re less “fundamental” and more beneficial but not necessarily major gameplay altering effects like agility is. When they do become strong enough to be considered that it’s because of the mechanics of an item or style like boxing’s bonus or the design of shields when it comes to blocking power. Agility shouldn’t be a secondary stat with how major its impact on gameplay is nor do I think it should be completely negated in PVP. Just weakened and/or countered when people try to abuse it, which is an even more effective solution than removing it because it causes less problems, is less work, and pisses off less people all at the same time.
I’d honestly say if there’s a single main gear stat in this game that deserves to be replaced with gems, it’s probably intensity. Pretty much throughout development it’s not had a very good place in the overall design of armor stats. But that’s a whole other can of off-topic worms to open and it’s at least not being abused much if any right now so not much point to worry about that.
Here is a very silly idea
The stamina bar gets reduced by 0.5% per 3 points of agility investment (during combat). This could remedy the issue of just running the hell away and ACTUALLY WATCH THE STAMINA BAR. With an upper limit of 1/3rds of the max stamina bar.
This should come with an agility affinity boost, and only works during player combat.
Solution:
Use savant with balanced stats.
i still think exhaustion is a good idea since some people (like me) tend to try to dodge instead of block and agility bolsters that style
Mechanically that’s actually a pretty good way to fix agility but then if it were the case all the time the player would suddenly be struggling way too much to climb or navigate the map again. Still another solid change that’s better than giving everyone homing and making agility a gem stat.
Uncertain so to what you mean when you say exhaustion here.
balance teams solutions to agility
the one i prefer but might not work
the one that would most definetly work
Ah I see, that’s definitely a pretty solid fix to the issue as well! Though there would be some implementation issues of course like you’d have to fix players running away while facing their opponent of course and standing directly above or below someone like on a spire with multiple platforms could cause exhaustion even though the player is not running.
I’m curious to hear @Meta 's take on all this as the balance lead. I noticed that they voted for the accuracy change which is obviously pretty controversial but maybe they know something we don’t. I’m for sure more on the side of the exhaustion mechanic than accuracy though.
I actually really like the exhaustion mechanic a lot if it works so, right now I’d say a well made exhaustion mechanic, heavily incentivizing using duels for most PVP, and adding new content to help with the more annoying agility players all at once would be the most effective and least detrimential and controversial way to handle the situation.
It only applies in combat (PVP)