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functionally yes

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it’s just how grabs are defined, not every “grab” has to be a literal grabbing animation

or a dash

But functionally every grab in AO is a dash of some kind with the user making contact with the target. To call a continuous beam a grab just because it has similar properties doesn’t make sense because it works so differently from every other grab in the game. I’m also implying that the user can be damaged during the beam which is different from other grabs where you and the target are immune throughout the duration.

But ok let’s say it’s a grab in AO terms, then yes i’m talking about a ranged grab that pushes the target back as long as the beam is active.

perfect then, there’s no longer a need to debate

it’s still a beam visually but in functional terms it’s a grab

not every grab is a dash, there’s 1 or 2 that aren’t dashes, but the point still stands, the projectile making contact starts the “grab” but that’s besides the point

and while this would introduce some counterplay, it wouldn’t make sense if a. it was a grab, b. it didn’t have any other negatives such as not being able to move them and such .
Plus you could just perfect block or doge to completely prevent the grab from happening

My main point is that it would work in Arcane Odyssey if implemented well because it works in other games where the movement is way faster and the idea that people could stunlock you isn’t valid because beam stunlocks didn’t happen in a game with significantly faster and more varied movement (Final Stand)

counterplay would be dodging the beam and punishing the user. The point is that it’s a beam that does like at least a quarter of health or mroe if you hit it from the very beginning to the end of the beam, but if you miss you’ll take a quarter health or more damage cause your wide open to attacks. Even if you did parry it you’d still have to deal with getting pushed back until the beam was done. You’d be distanced from the beam user and have to close in again. It’d be a great move for mages cause their whole thing is zoning, especially against enemies who need to close in to do damage like warriors and berserkers.

both of you have valid points but in the end how vetex wishes the move to work will be how it works

this is all speculation after all

yea I just realized I’m rambling about a nonexistent skill in an unrealeased game lol

I do think a kamehamehah skill would be cool to have ingame though. It would be perfect for my light warlock Vegeta build

Forumers trying to not argument for 40 posts about if smt is a grab or not (99% fail)

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my broly build in the corner:

acid + scorch combo is real

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warlord on release is insane i cant wait to see that file in action

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forum moments

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