Theoretical Balance Concept: Air Move changes

Okay, so—over the course of Arcane Odyssey’s lifespan, there has been a notorious balancing issue of players stalling in the air. One system made to combat this was the two Air-moves limitation, used exclusively for abilities that move your character through the air.
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The players most impacted by this system are fighting style users, followed by certain weapon users. The system exists to reduce air stalling, and to prevent players from moving too high.

Unfortunately, the players who airstall the most—mages—are unaffected by this system, and can spam magic spells while abusing the stalled movement from the cast to remain above their opponents.

I’d like to open a discussion on whether expanding the air-move system to all offensive options (except m1s) would be a good or balanced idea. Keep in mind that I am not a PvP player, I just had this idea and wanted to know if I was cooking or at least had an idea worth consideration.

I only ask that you all try and be productive with your criticism and thoughtful with your discussion.

This is why suggestions requires a special role to post in

4 Likes

I have suggester. I’ve had it for like a year now. However, I’d rather see if what I’m thinking is a good idea before properly suggesting it.

2 Likes

Hmm, this would basically remove the usage count option for magic jumps.

From what I see, mage air stalling more so comes from their ability to cast abilities that don’t move their player character much. If you take a look at weapons or fighting styles, there’s many more moves that teleport and push the character into different positions. Limiting magic jumps wouldn’t change mage’s ability to air stall unless you limit how many blasts / javalins / beams / pulsars / surges that they can cast in the air to air stall.

That’s basically the reason I’m suggesting this: it prevents mages from using too many of those without touching the ground. Basically just puts them on the same playing field as strength and weapon users.

Then no, this would make the game way too grounded and lower the skill floor and ceiling.

There’ll be no real use to leaving the ground if it just leaves you vulnerable after you’ve used 2 moves.

Also being stuck exploring with only 2 magic hops would be hell.

Overall, it would just make the game a lot more boring if you limited All aerial options

I stated it would be offensive moves only. Magic leaps would not count.

This would turn AO into a turn-based game immediately. It’s my turn on the air, then you, then me, then you,…

AoE builds can’t even aim their attacks parallel with the ground, not even counting Blast shapes, Crash’s terrain check, shiftlock user aiming upward sometimes SOMEHOW attack the ground instead, terrain destruction becomes even more of a nuisance,…

I’d like to point out as a Savant main that this would kill the class immediately, like no joke. Imagine having an arsenal the size of your average US gun store but you’re bound to the ground every 3 seconds, limiting your move usage to only 2 per cycle

I really wouldn’t mind the skill floor being dropped some.
letting new players enjoy PvP without being completely stomped because they aren’t using the latest movement tech would be great.

This probably isn’t the way to do that, though.

5 Likes

YOU DON’T HAVE RI-

:blush:

sometimes, jumping into the air is necessary to actually use certain moves, since otherwise it would just clip the ground and explode right away

it could be interesting if ranged spells like blast, beam or surge slightly pushed you backwards while in the air. it would make aiming in the air more difficult and slightly discourage airstalling
(also it would make spells feel more impactful on casting : )

i wouldnt be entirely opposed to it but from my experience as a berserker main airstalling makes you insanely vulnerable and easy for me to hit

Exactly. the air movement charges are called air movement charges

A berserker or warrior could easily use a mage stalling in the air to use their kit to let’s say (in the warriors case) use a tp move to hit and reach the aurstalling mage and immediately use a projectile of their own or (using their second air movement) a grab on the air staller staying still in the air.

The mage would out dps them in any situation, have you seens turret mage

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