The changes are alright since they don’t make agility completely useless but needed especially how momentum is too much. I’m glad Vetex actually realized that the exhaustion mechanic makes running away really hard to the point of driving away casual players, which are quite literally 3/4 of the playerbase, just to satisfy the very few pvpheads.
I’m all in for balancing but let’s not forget that majority of the players who play arcane odyssey aren’t hardcore pvpheads, let’s not kill the game much more than this by driving the casuals away
The exhaustion mechanic is nice and all but it has obvious problems with the current proposed system such as the obvious indirect attack size meta considering they’ll be dashing near the enemy rather than away, making it easier to land more hits.
Another one is purposefully triggering the exhaustion of your victim, you could quite literally just predict where your victim is dodging and go within the range of the cone unless your victim has T5 Gale.
The change was backburned on our own accord, not by vetex. We discussed ways exhaustion could be implemented with vetex, but the balance team ultimately decided to delay it to full release because of the time and testing it would require to be fleshed out.
Make sure you have the right info before jumping to conclusions like these.
A mechanic designed to stop running is a mechanic designed to kill the casual player base, Meta.
When it comes to a mechanic like that, you have two options:
Scrap it for good for the sake of keeping your casual players, or implement it and see your player base plummet.
i may be on metric tons of copium right now, but im pretty sure the “refinement” is a direct result of them realising the massive backlash they’d get for implementing something like this, and trying to find a way to fix it
The exhaustion mechanic sounds obtuse and obnoxious to play around, at least in its current form. Having to basically forgo kiting in favor of taking fights head-on will drastically shift combat both in arena 1v1s and world pvp for anyone who plays more defensively.
On top of this, the casual player, the everyman, will have little to no options left to them if they want to disengage with unwanted pvp. The mechanic basically just tells that section of the playerbase “Sorry, you have to suffer for pvp balance.” Of course, everyone brings up love potions and gels, but having to invest into a side proffesion and grinding items just to guarantee you can enjoy the game is a hassle many won’t want, and will simply opt out of playing all together.
As someone who also enjoys pvp, I don’t even run agility, but I do enjoy a more hit and run playstyle. I don’t like the idea of having to stress over how many times I can dodge away from my opponent before my movement is nerfed. It feels like the momentum and pace of the fight will come to almost a deadstop for me as I’m distracted by the slight loss of mobility.
I’m sure you and the balance team will not have it be THAT bad, after all I also stressed out over cone checks and that came out fine (if a bit unexplained to new players). It’s just a bit overwhelming as someone who pvps infrequently to know I may have to contend with and consider a brand new mechanic that will radically affect my personal playstyle.
Not to mention how effective the love blocker effect is, since iirc it works on every tier of love potion and will completely negate love potion effects for 3+ minutes when consumed
Ahh yeah, I forgot about the ability to block love gels.
I feel, though this is a bit stupid for someone outside of balancing to suggest, that the block should be removed.
Instead, perhaps, have it so that love gel can only be applied if you are above a certain health threshold. Goal being, if you are jumped, you can hop away and pop a love gel then stop the fight, but if you are losing a fight you willingly took, then you can’t use love potions to suddenly back out.
I don’t know, with the agility change a pve players ONLY recourse to avoid pvp is to either not play the game at all or grind love gels that will only work if their attacker isn’t prepared for it.