Stat Builds need to be changed, here's my take

Due to me exclusively looking at the player’s choice of stats, I did not consider that, however;

And then make the enemy either have weapons with a random stat build, with higher enemies allowing imbue?

Calvus truly is the weakest warlord

Anyways, I personally would merge weapons and strength into one stat path instead of outright deleting the class’ existence

He’s the weakest will

retcon spirit weapons rework spirit energy to be raw spirit energy where its literally everything mixed together

I don’t understand the mage vs berserker matchup….

How is the mage supposed to keep the berserker away??? Mages naturally have to charge all their spells which freezes them in place, meanwhile the hasty berserker can move wherever he wants with much more freedom in his moves. Getting additional defense against ranged attacks doesn’t really help here either. Do you want mages to just die? Do you want all mages to just have a Nebula in their spell list? Self explosions wouldn’t be that great either, you still have to sit in the air for a little bit. Plus berserkers get access to retaliate, which directly counters it.

Possibly granting a innate knockback to mage, but faster speeds to berserker to combat it?

I wrote this post for how stat builds should be built, not how to build them, so I do apologize for the matchup issue.

AR (and probably AA) route, bold, yet simple, commendable

Pre FR patrimony iron leg traumatized me ngl

I did not see this at first view, woops.

It does seem to be the greater solution, especially as it’s…

That’s because I edited my post, I don’t really want to just toss weapons but at the same time weapons don’t really have much of an identity to warrant being a separate build path

Was it strong? I only returned to Arcane Odyssey after Full Release was… released.

For the brief time I had it on my glitched juggernaut it did hit pretty hard

4000 HP for basically no drawback and 400 damage attacks

Yeah it was pretty strong

The good ol’ days when focus’ hp boost varied between styles

you lost me

mayn I’m starting to hate receiving these nothing burger comments.

I’d like an explanation to why I lost you, to see if I want to change the way I look at the weapon stat.

I can see the idea of removing weapons since like every build has a weapon variant. I dunno though seems like a drastic change that I think would effect more then we realize.

Cool idea for an entirely new game. You seem to have put alot of time into thinking about it, and apparently you have some coding experience so maybe you can make this yourself and release it. The class system of AO doesn’t need to be entirely reworked to match what you would like it to be. Good idea though, if you do make it i would play it

The following message is composed via consensus of the balance team.

For those who are not currently aware of our existence, we represent the stat build known as weapons. Our previous mission centered around using weapons to cast various moves not limited to any niche. This mission was the focus of our stat build for more than three years.

Due to circumstances outside of our control, this directive has now changed. Our new mission will be the extermination of any rework ideas, including theoretical ones.

Any attempt at resistance will result in more destruction.

There will be no further communication.

It is a great one but honestly I disagree at the most part, for now i don’t know why

And I dont think weapons should be removed as a stat, as it takes a major part of the game currently
Even if you do remove it, at least make a mastery for each weapon which allows you to master the weapons you use for higher bonuses and more skills, instead of just turning it into an automatic support weapon for no reason

Also suggestion out of suggestions