Two easy changes that would allow all races to compete in the solo and small scale space.

fartbox

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Change 1:

New General Adrenaline ability: "Might"

Description and effect: Gain movespeed equal to Strength x 1.00 for 6 seconds. Additionally, while the effect is active your next melee swing reduces opponents movespeed by 10% for 4 seconds but ends this effect early. If the attack is parried, this effect is ended early but opponent is not slowed.

Cost: 5 Adrenaline and 10% base stamina to initiate ability.

Result: Thursar/Oghmir/Human with 420 move speed and 124 strength - Gains 24% move speed for 6 seconds - 420 x 1.24 = 520 move speed (About the same move speed as a skeletal sheevra with all 3 move speed buffs)

Consider giving humans a little extra max strength across all subraces to make them competitive with the ogh/thursar.

Elves will actually go slower if they use this ability, because their strength is too low, however they still might be able to make use of the slow effect.


Change 2:

Two Handed Hammer: Crushing blow

Two Handed Axe ability: Severance

Added new debuff on successful hit. Mangled: This opponent has been mangled by a heavy blow, healing effectiveness is reduced by 40% from all sources for 10 seconds. This debuff can be purifed. This debuff cannot be blocked or parried.
 
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Iloros

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Change 1:

New General Adrenaline ability: "Might"

Description and effect: Gain movespeed equal to Strength x 1.00 for 6 seconds. Additionally, while the effect is active your next melee swing reduces opponents movespeed by 10% for 4 seconds but ends this effect early. If the attack is parried, this effect is ended early but opponent is not slowed.

Cost: 5 Adrenaline and 10% base stamina to initiate ability.

Result: Thursar/Oghmir/Human with 420 move speed and 124 strength - Gains 24% move speed for 6 seconds - 420 x 1.24 = 520 move speed (About the same move speed as a skeletal sheevra with all 3 move speed buffs)

Consider giving humans a little extra max strength across all subraces to make them competitive with the ogh/thursar.

Elves will actually go slower if they use this ability, because their strength is too low, however they still might be able to make use of the slow effect.


Change 2:

Two Handed Hammer: Crushing blow

Two Handed Axe ability: Severance

Added new debuff on successful hit. Mangled: This opponent has been mangled by a heavy blow, healing effectiveness is reduced by 40% from all sources for 10 seconds. This debuff can be purifed. This debuff cannot be blocked or parried.
First change is good second change is useless to the cause.

I really think Might ability is well thought out, however heres the issue with it, its beyond OP compared to other abilities to where nothing else would be ever used over it however 5 adrenaline cost is way too high AND alvarins have high str and this would make them as fast as horses almost.

I think quicken could use a buff and scale with STR, and Alvarins need a direct nerf rather than indirect chanhes.

The reason you cant solo Thursar is because Alvarin characters neutealize you completely and even in 1vx 2vc 3vx ts the Alvarin mages and archers that ruin it, you can genuinely 3v10 already if it isnt for like perma heal bot corrupt bot mages that you can never touch of archers you cant touch and dont get counter reduce versus.
 

fartbox

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First change is good second change is useless to the cause.

I really think Might ability is well thought out, however heres the issue with it, its beyond OP compared to other abilities to where nothing else would be ever used over it however 5 adrenaline cost is way too high AND alvarins have high str and this would make them as fast as horses almost.

I think quicken could use a buff and scale with STR, and Alvarins need a direct nerf rather than indirect chanhes.

The reason you cant solo Thursar is because Alvarin characters neutealize you completely and even in 1vx 2vc 3vx ts the Alvarin mages and archers that ruin it, you can genuinely 3v10 already if it isnt for like perma heal bot corrupt bot mages that you can never touch of archers you cant touch and dont get counter reduce versus.
Second change doesn't need your approval to be good, It's objectively good. Not just for Mortal, but for all games with Mortal like dynamics and healing potential. In Mortal respectively it would be especially useful against other footies, potentially against mages too, if you can get out of vision and hit them while they're slow casting. Its something you would see more use in small scale/large scale group fights rather then solo play.

You also don't understand math. Veela/Veela 94 STR 450 base speed. 450 x .94 = 423

A Veela using might would slow himself down by nearly 30 points of speed.

Quite frankly, you're just as retarded as the people who defend the current balance, you are the same type of biased, ignorant, and narrow minded person they are, but just in the counter perspective. Kind of tired of seeing your name and your opinion when you've made it abundantly clear that you have no idea what the fuck is going on.
 
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Iloros

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Second change doesn't need your approval to be good, It's objectively good. Not just for Mortal, but for all games with Mortal like dynamics and healing potential. In Mortal respectively it would be especially useful against other footies, potentially against mages too, if you can get out of vision and hit them while they're slow casting. Its something you would see more use in small scale/large scale group fights rather then solo play.

You also don't understand math. Veela/Veela 94 STR 450 base speed. 450 x .94 = 423

A Veela using might would slow himself down by nearly 30 points of speed.

Quite frankly, you're just as retarded as the people who defend the current balance, you are the same type of biased, ignorant, and narrow minded person they are, but just in the counter perspective. Kind of tired of seeing your name and your opinion when you've made it abundantly clear that you have no idea what the fuck is going on.
If I get to them with a 2h hammer or a 2h axe and I have time to use sever or crushing I will instead just do a normal hit into breaking blow on maul and they DIE or on 2h axe I will try to just stickyback hit kill them with normals and carves now severance might be used because it is higher dps than carve but nor for healing reduction but for kill.

Severance and crushing blow healing reduction nerfs Thursars and Oghmirs the most so why would that be a change that allows them to play solo? If those 2 abilities just had such op effects on top if already being goos shutdown mechanics in a xv1 because they waste your stam still do damage AND do not give ciunter reduce so any9ne else charging a ywing will hit you and now I also heal less? Sheevras NEVER get hit by those 2 attacks. They literally slow you down and make you walk ajd are hard to aim. Even vs fatmages especially on a maul breaking blows is so much v
better.

The might thing is out if place with nerfing Veelas speed so you wanna insted of nerfing them add a goofy grief mechanic that id they use they slow themselves? I didnt read it was x srr I thought it just adds speed based on str flat, I skimmwd through it.

But yeah the Mught thing would be absurdly op compared to quicken please tell me how does 3 adrenaline 8 second boost if 3% EVER get used over 5 adrenaline 10 second boost and a slowdown of enemy of what 25%

Btw this also ruins fatmages completely as if they arent already ruined. Hybrida would make no sense either if they get barely any speed boost while A Thursar and Oghmir that are already better get 25%

I would like the game more with your changes and I think it would be more balanced dont get me wrong. It 100% would be a more balanced game but they are super unrealistic and one of them is useless and nerfs the solos more than it nerfs the groups, you cant even use crushing blow in a 1vx scenario its so slow they hit you 5 times and you die.

How about we just nerf the OP class instead of assint weirdest mechanics that are clearly supposed to be an Alvarin nerf??? Hey insread of nerfing OP class lets add new ability called "fuck you alvarins" and it o ly works vs them and slows them and speeds you up, yeah totally not overcomplicated, OP as a a spell (not vs alvarins specificallybut compared to other things) and out of place.
 

MortalEnjoyer42069

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I like the thought here, but if they just removed the passive percent modifer clades the game would be instantly fixed.

120 Dex Normal Race = 435
120 Dex Alvarin Race = 446
 

fartbox

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I like the thought here, but if they just removed the passive percent modifer clades the game would be instantly fixed.

120 Dex Normal Race = 435
120 Dex Alvarin Race = 446

Ok this is my last post on this topic because it's just going to be a revolving door of me defending my correct conclusions against people who are just smart enough to formulate arguments, but not smart enough to understand why or do the leg work/testing nor are they smart enough to admit their position is faulty after I explain to them why it is. Nothing tilts me more then arguing with midwits, I imagine that's why Henrik stopped interacting with the community regularly, because every discussion in this community is plagued by them.

"If they just removed passive percent modifiers the game would be instantly fixed"
Lets examine why this is objectively wrong.

1. 120 Dex builds do not exist anywhere outside of noobs playing bad builds or Risar dungeon. Risar dungeon is the only spot on the map where stout Veela is the ideal build choice because the dungeon is tight.

2. Sheevras have two builds for pure mage: Skinny or Skeletal - 130 dex or 136 dex respectively

This forms the basis of the "Dex arms race" between Veelas and Sheevras. This makes lean and raw dex the ideal choice for Veelas (outside of Risar dungeon). Which results in many Sheevras also incorporating raw dex. Average end game builds are somewhere around 140 dex for veterans if they are on a Sheevra/Veela.

Now say any of these builds encounter a non elf clade in a dungeon or in the world without a mount. The most dex any of these builds are going to have is 100. That is going to be a 20-30 move speed disparity (BASE: no adrenaline, no clades). A 20-30 move speed disparity is enough to single jump gap someone and reset a fight with near 100% success rates in the hands of a experienced player.

So unless Starvault looks to bring speed disparity down to 10 units of speed or less between the races, there is never going to be a end to infinite resets. A Elf being able to reset is a fundamental part of its identity as is being able to pick its fight. So how do we attack this without removing racial identities? How do present an environment where the Elf can still pick its fights but a build with 100 dex or less has kill potential on it?

We target the aggression. Aggression builds adrenaline, both for the attacker and the receiver. If the Elf is going on the aggressive, it should be vulnerable at some point. My changes will present vulnerability windows to aggressive Elfs. A Thursar will still not be able to run down a Elf choosing not to fight, but if the Elf fights with the Thursar, under my changes, the Thursar could store 10 adrenaline and make resetting much more difficult and risky.

A full health Thursar will still never kill a full health, full retreat mode Veela in steel even if the Thursar starts with full adrenaline and the Veela start with only 2. Because even if you get perfect windows on "Might" you still only buy yourself 20 seconds to kill the Elf. This system will require the Veela to participate in extended trading, get low and then for the Thursar/Oghmir/Human to capitalize on the already low health and forcing the Elf to reset 2-3 times, instead of once. Depending on how low the Elf was, they very may well die before they can successfully reset.


The game needs gap closers for non-dex builds
The game needs melee applied healing debuffs

I can't make myself any more clear.
 
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ElPerro

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Guys the game is gonna die after Sarducaa anyways, just enjoy it while it lasts.

See ya'll on MO3
 

Iloros

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I mean gap closers can work bro and they are 100% good but you do realize that Sarducaa is coming and its like a deadline for the game and if htey dont nerf Alvarins before or like a week after adding it they will lose massive pop, I never said just nerfing alvarins will bring perfect balance, I just said we gotta nerf them becuase its the most realistic easiest way and it makes sense, and I never said 2.5% speed iether, it needs to be plethera of nerfs, 30 stam 2.5% and armor pierce and alvarin sight, then they will still be super strong but not just massively op, eventually IM SURE they will add a gap closer and a crowssbow or something, or some spells. But SV is slow, and again, might needs to maybe be a unique thing that builds off adrenaline and can be used, not something that competes with other adrenaline abilities becuase if it does it'll just be giga op, also buffs STr massively and STR is already overall hte strongest or second strongest stat after dex though dex isnt even THAT good in the range its just good becuase its best user is also op.

And btw, A Thurkhur with 4 raw dex and quicken could fuck those post nerf 360 stamina 435 speed Alvarins. He'd outrun them with quicken, outstam them, outdamage them and outheal/sustain them and then still stickyback them 1v1 wise it'd genuinely be a superior build if you jsut nerfed that passive speed stam and armor pierce which isnt a crazy ask, it would genuinely be a counterbuild, I played a 102 dex Thurkall (lean) and it was fucking ALvarins up if they engage and dont disengage after like first hit, I got Shuvi a few times with it, and mind you im a solo in reptile/incisium with jadeite 2h axe, guys in steel with pots and prob cheating. Imagine if he was also slower, in same gear, wasnt cheating, didnt have that 30 stam or armor pierce and i was in steel too? Domination. It would work nerfs are a huge deal, Thursar just lose 10% passive defense that ALSO HAD A NEGATIVE at all times and went from se cond most popular, maybe 30% less popular than Alvarin, to legit most unpopular build in the game.

IT ALSO went from THE least popular to one of the strongest with just adamant toggle and an oghmir nerf. 2.5% passive speed/30stam/armor pierce/alvarin sight nerf would be gargantuan for the game and much better and quicker and more realistic solution than "Might" WHICH I ALSO LOVE so i dont wanna alienate you my friend, you just seem egoistical about your change, I'd love that change and prefer it eventually to nothing, it just aint happening before Sarducaa, Alvarin nerf might.
 
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Iloros

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Guys the game is gonna die after Sarducaa anyways, just enjoy it while it lasts.

See ya'll on MO3
It won't die if they nerf alvarins and make solo/new player experience a tad bit better. I mean hell they can drop subs and just do an ad and literally quit developing and it'll have thousands maybe do a few skins sometimes and rerolls with balance changes and you good.