that was never my point. if m1s are in the game clearly they have a use. saying its not an m1 game is stupid because clearly there are m1s and they are useless. idk how that went over your head.
no, almost every class has been turned into ranged combat because of the combat. by builds i dont mean stats im talking about the actual skills you use almost every class is the same blast range skill or an aoe explosion on yourself or at a distance. and the only unique class that wasnt that was fighting style classes and they dont even like working on them and it shows because almost every skill can be compared to crash or a variant of shot. you arent even making good points.
Because as I said it’s still not an M1 game. M1s exist exclusively a a tiny damage source early game and are meant to have no use after that. That is intentional. This is not an M1 game.
Range being a superior tactic is an issue in every fighting game ever. In our case though CqC builds aren’t too bad right now. The main issue being Warrior completely dominating that scene.
not in the same way it is in AO. i can use a variety of games that use different forms of projectiles alot of games have CC mechanics or grabs or combos within close range and those things will never really be useful in AO (not saying they dont exist in AO but they arent really useful compared to the ranged skills we have) because then it becomes unbalanced because of the combat.
thats another thing. adding a mechanic in combat that is no longer usable in later game just doesnt make sense. it has m1s but they are useless. every game has m1s. there is no such thing as a none m1 game thats my whole point unless it just doesnt have combat. regardless of if they are useless or not they are still apart of the game and therefore should be usable for variety in combat. its intentional and it makes combat bad.
not true on or off roblox, you can always balance out range and close range combat by adding mechanics that help close ranged classes. elden ring is a good example of that off roblox. and on roblox there are countless games that balance out ranged combat and close range combat, the only issue is AO cant do that. warrior even as an example of CqC doesnt mean anything because i stated because of how the combat doesnt truly encourage CqC so it isnt really close range, alot of the skills are large aoe or dashes/lunges where as other games would have barrage punches or combos that launch people into the air theres alot more you can do with CqC in other games than what you can do with it in AO, im not even saying AO should add those. but it should definetly change what it is currently doing with CqC combat. almost all of the weapon skills are ranged because the default combat. im getting tired of repeating myself. Lets just agree to disagree cuz i dont care anymore, anything you say i wont believe.
Yeah that’s the problem here. You’re not having an argument, you’re listing your delusion with no intention to admit you’re wrong in any way. Are you even old enough to be on the forum?
I was thinking like, not every hair follicle or some shi, but like hair sorta vibrates and moves in windy areas or when dashing, and maybe long hairs kinda having cape like physics or something
this was barely an argument. i stated something felt by alot of the playerbase and you said “nuh uh” the whole time. also in terms of age im the oldest for sure.
so you agree combat changes should be made??? are you even against my argument or just ragebaiting. i can’t take you seriously when you say things like this.
you didnt. i stated a combat revamp should happen and you said
then i said skill isnt a factor for good combat.(which another person agreed) there are still problems and you argued again that it doesnt need a revamp because the skill floor is a concept you like.
i then listed problems the combat system has, which is why alot of people outside of the small community in AO dont like the game, in which you said i simplified it.
then you agreed there are issues but that i listed the wrong ones.
what is different between the combat in AO and the combat in AA? other than parrying or maybe blocking. if even me saying the creator wishes he could change it didnt convince you then you are more delusional than you’re saying i am. and even when you disagree you still agree there should be changes.
combat needs to be fun to be good, not just have a high skill ceiling, you scale all combat by the amount of skill it takes i see why you like AO combat now.
its the same with just a little more customisation, you gave vague descriptions of what you think is the difference. thats not really what i was asking. mobility is the same because T jumps are still a thing dashing is the same too. what mechanics? you cant just say mechanics and not explain which ones.
what the combat needs isnt slight buffs or nerfs to skills. it needs a mechanics overhaul, jumping and spamming skills isnt even skillful, its just based on how quick you are in doing it, thats where all the skill comes from.
I dont know what vetex had planned for artisan weapons, but my idea is that one weapon could effectively change into another like the switch axe or chargeblade from monster hunter. To balance it, make half the skills it has in total be accessible only in different modes, and make those skills have unique properties (like being way faster and smaller in comparison to other weapons that level). Another concept for these kinds of weapons could be that the mode switch itself could be a skill that changes hitboxxes and visuals depending on what you switch into. Lastly, it could effectively have a fighting style bar where if you get enough of it full, it boosts your attacks overall BUT also if it is completely full, shuts down the weapon (global cd) for 30 seconds.
skill floor or skill ceiling, regardless you’re measuring the worth of combat with skill which is think is wrong. it should be fun. especially when this time of combat is terrible for pve.
even people who know what they are doing are jumping and then using a skill? thats another problem with the system i wanted to bring up. What other option is there than just T jump and attack? now i wont be biased here a lot of games are just jumping and pressing a skill on roblox. but i feel like theres more attack diversity in games like type soul (although i hate the m1s in type soul its terrible for close range combat) i think it has more ways to attack than just jumping and shooting.
as you can see im trying to turn this less into an argument and more into a debate. you tell me what you want to see in AO’s combat compared to what it is right now (main game not full release)