V1.11.31 Balance Changes

well, teeechnically it’s a bit more than a 10% damage buff, since no fighting style has a damage multi of 1x or greater, since adding 0.1 to 0.8 is more than adding 10% (0.8 + 0.08 = 0.88)

but who cares beserkers are kinda ass against competent players so yes we need this

Yes but I don’t tend to introduce topics with “well actually it’s getting 2% more than it should be so I feel like that’s pretty significant to mention”

fair enough, still beserker W since early game is easier

@thewhitejawa mages losing :joy:

WE SPAMMING THIS TODAY

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it has more damage at the cost of requiring 3 brain cells to manage (the average AO player’s downfall)

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we’re actually winning because now we can learn how to play the game and we’ll get slandered less as a result

bro really asking why the resource management simulator fighting style is more rewarding when played well

because it’s not that hard to manage it if you can actually aim (just hit your shots and you don’t have to manage more than a bottle :exploding_head:)

hit your SHOTS? what the hell are you, a mage wannabe? you get in there and spam the SHIT out of crash and smash RIGHT NOW.

by shots, I meant attacks, not the technique “Shot”

GET IN THERE AND HIT 'EM WITH THE

i wanna be able to hold m1 and just wind the shit out of somebody as a berserker while dealing 500 damage while a dbz sound effect plays
it’d never land
but it’d be cool as fuck

go max power, use sailor fist, use crash at 20% size

i want charged m1s to be added into the game and i want for them to have NO practicality whatsoever, substitutes will not do

crash is basically just that tho

The balancing is happening…

theres more than 5??

Five what?

trying to do some build math using the new armor numbers. distance being tied to agility instead of attack speed is really messing me up. the amulet buff for secondary stats might be important but figuring it all out is difficult