i also find it silly how he chooses to skip simple numbers changes that would help the game a lot
just go into the code and change a 1/12 into a 1/6 or something man… (not referencing anything in particular)
i also find it silly how he chooses to skip simple numbers changes that would help the game a lot
just go into the code and change a 1/12 into a 1/6 or something man… (not referencing anything in particular)
vetoing hecate is indefensible however thats just dumb as fuck
yea. he did 3/21 of the critical changes that were designed to be as easy as possible to understand and to implement
i’ve said this several times
MAKE GALAGA DO IT OR SOMETHING
“balancing that absolutely must be done before full release?”
“90% of these are just simple numbers changes”
“i can prob do it all in under 5 minutes by just editing some numbers in the code”
proceeds to do 3 changes and move onto full release
I unfortunately have to disagree. Size—especially when used on magics with high clashing power and innate size—fundamentally makes it much easier to absolutely dominate an opponent who isn’t significantly skilled.
Speed is worse, though, as it effectively raises the skill ceiling of what the player can do, and diminishes the effectiveness of an opposing player’s options. How do you punish someone who literally has framedata with half as much dedication to every move they make? Agility compounds this, as that player is now more likely to be able to dodge away in time.
This really wouldn’t be a problem at all in a predominantly-PVE game, but given that PVP is a considerable chunk of Arcane Odyssey, there isn’t much of a way around this. Besides making the stats only worthwhile at heavy investments, which creates problems for players trying to use them at lower levels.
Then it turns out he’s a super curse user and has the plant curse which is why he can use vine trap
counter argument, it looks cool
It looks cool, but man is it unfun to deal with
fun when you are on the other end, especially with max destruction gems
Again, this wouldn’t be half the problem it is if the game was PVE-focused. Because then the receiving end wouldn’t matter.
Though this is probably useless to the conversation, I feel like one thing that is overlooked a bit with balancing is that this game is also PvE focused, and when something gets overnerfed because of PvP it feels ass everywhere else even if it’s balanced in PvP. I know this doesn’t really matter much to the game, but when the game is meant to have partially a PvE focus it’s going to feel ass when everything feels weaker due to something being changed because of a PvP placement.
Maybe I’m overthinking it when I say this, but I’m mostly just afraid that everything is going to feel weak by the end of the game both in PvP and in PvE, and I don’t think that the game would be very enjoyable by then. I just hope something is done before then that makes pvp and pve enjoyable and balanced enough.
Two hundred and sixth
I have very high hopes for full release despite some of the games current small flaws! It will take a long time but AO will out of early access and im sure some of the stuff addressed here will come in it
yeah stay hopeful ig
It’s really bloody difficult to keep something effective at low/unskilled levels when you neuter it to try and counter high-level play.
Again, the game design unfortunately conflicts with itself.
Wow I WONDER WHERE IVE SEEN THIS BEFO-
who told him guys…
The endless struggle of balancing
Honestly this is why Cernyx is my favorite boss. He actually throws you into the air and feels like he’s this “intense” knockback earth mage