Stat maxing will be the end of pvp + agility is still controversial (not a suggestion)

i think any pvper can agree that fighting a max size, agility, speed or power build is just annoying especially if its with something like a magic or figthing style that has insane size or speed

for example a size maxer metal mage with at least 80 power will still do a FUCK ton of damage while having attacks as big as a ketch. this needs to be fixed

this can get fixed by making it so if you have an absurd amount in ONE stat you will lose out on some of the other stats for example, if you have like 200 agility you will lose a little of defense and power, a lot of size you will lose damage and speed

the way the games pvp works is the smaller the projectile is the more damage it’ll do NOT the larger the projectile is the more damage it will do, im pretty sure its always been smaller size = more rewarding since if you set a magic blast from 100% to 20% you will do noticeabely more damage

now its time we talk about agility. this stat is still gonna fuck over the pvp community because nothing will stop people from running a insane amount of agility in clan servers, and it in pvp alone is just annoying because if the pesron your fighting is in endlag after they miss a move they can just teleport 50 feet to the left the second you use your move and by the time your move comes out they would have had already been WAAAAAAY out of the way of the move

overall stat maxing is just dumb and it should have had never been a thing with the way that this game works.

TLDR having too much of x stat will nerf your other stats and stat maxers should be killed with bricks and hammers

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not suggesting pal and its not like forum mods gaf about what happens here unless someone posts gore and like the last person to be accepted into “suggestors” was in 2023

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500 hour 4000 player kill conj main here, just letting you know so you don’t shut down my opinion and so we can actually debate this

This is why your idea wouldn’t work. First of all…

  1. It limits the viability of certain builds

Let’s assume 200 is the threshold here. I want to play wind conj under your ideas, using this build…

Judging by your previous criteria ( High agility = less def and pwr, High size = less speed and pwr), a 200+ atkspd build may lose power and size.

This absolutely destroys a wind conjuror build, as their biggest strength is speed and size, and their weakest point is damage (They actually deal the lowest impact in the game). Wind conjuror would become trash.

I’ll admit that this example is more extreme and specific, but the problem applies to other magic builds too- builds with clear strengths and weaknesses(For example, heavy magics having high size and impact with low speed). Speaking of heavy magics…

This is not an issue. First of all, if someone is specifically size maxing metal mage with 80 power and bare minimum side stats, not only will they be slower and more predictable than a police response to a homicide in the hood, they’ll be so insanely easy to punish that it’s almost funny. Simply punishing their endlag would solve the problem. Also, 80 PWR metal mage doesn’t “hit like a truck”, it’s more so that it deals a lot of damage with bare minimum investments into PWR. The only builds that are both difficult to punish and to avoid would be ones utilizing high agility, size, and power- leading me into my second point…

  1. Your issue isn’t stat maxxing, isn’t agility.
    I’m going to go ahead and guess that you’re really only suggesting this to prevent builds that run high amounts of agility from benefiting from other high stat applications (like atkspd or size). In that case, stat maxxing is the most destructive solution to the problem.

couple edits

i dont think you get what im saying

im mainly talking about cheese builds like this

insane amount of size and agility making it damn near impossible to catch the user

so people running a very specific style of build means the entire stat system should be revamped and therefore make many builds much much worse? got it, got it

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stat maxxing already loses out on other stats by simply sacrificing the other stats to invest heavily in one stat

also diminishing returns exists
so while it is annoying to fight a 300 atk size mage, their build is in no way meta

Obviously, catching the user would probably be impossible without having a similar amount of agility, but that’s not combat, it’s just running away. I would even argue that beating someone with this build in a 1v1 where both players want to see the fight to the end is entirely possible, maybe even easier than fighting someone running an actual PVP build.

Yes, I agree that agility is a problem in the sense that it effectively gives players the choice to end the fight whenever they want. But stat mixing isn’t the solution here, all it’s doing is ruining innocent builds that haven’t done anything wrong. There are better solutions, like…

  1. Buffing slowness potions
  2. Adding more anti-run mechanics to the game

that’s an agility issue not a stat maxxing issue

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In the context of an open world PVP it would be meta. Think about this in the situation of a gank or a clan war. In my opinion, the problem is that someone running high size and agility can enter and exit the battle at their own will, while still being a huge asset to their team.

Cheems suggests making it so that having multiple high stats results in a nerfing of another stat. I disagree.

guys you gotta understand agility will still be cancerous even with pvp toggle IT IS NOT THAT HARD TO UNDERSTAND AND REACH THIS CONCLUSION

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What he is talking about was already in the game pre dark sea, by literal design of how much substats armors and enchants could give. With the addition of exotic scrolls and gems the amount of substats a player could get was at the least doubled i’d say.

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Then in that case the solution would be to remove substats(Specifically, gems and exotic scrolls) as a whole, which would just bring in a whole new plate of problems.

it’d be really cool if you could give us your own thoughtful opinion using that masterfully crafted brain of yours mr.LightningmAin :weary:

No the solution would be to rebalance the amount of substats enchants give, not completely remove them. Halving it would do a great deal. Armor builds should be playing into the strengths of your magics/imbues affinities, not rounding them out and removing their weaknesses

i think you need to realize what im saying is the problem is people having a shit load of stats with no type of drawback

And I’ve already addressed that, saying that if you were to apply drawbacks to high stat investments it would lead to certain builds becoming unplayable or just extremely trash.

This actually makes sense, but I think that the problem would still remain with people who run agility having a huge upper hand over people who don’t- just on a smaller scale.