Ideas for a combat rework in Mortal Online 2.

MK Player

Member
Feb 28, 2024
35
9
8
Alright, it wasn't easy, but with suggestions from many distinguished gentlemen, we've arrived at something that might make sense. In Mortal Online 2, the biggest complaint was always the combat style, which turned away many players with problems like spinning attacks and difficulty parrying blows with high ping, or simply the fact that players could become immortal using parry, in addition to other issues that, we have to admit, make the combat attractive to very few people. With these ideas, all these problems would be solved... without further ado, let's get down to business.


💡Change in attack style (don't worry, it will make sense later):
In this new attack model, it will be possible to configure the weapon's moveset with 3 pre-programmed movements that will be executed by repeatedly pressing the attack button: Creating a sequence of consecutive attacks, reminiscent of weapon-based attack movesets like in Souls-like games, but in this system you customize your combo.
All weapons allow you to configure horizontal, overhead, and piercing attacks in any order you want.

This would eliminate the old model of choosing the direction of attacks (don't worry, it will make sense later).

💡Change in parry and block style: to defend now, simply press the defense button, the player will raise their shield or place their melee weapon in a defensive position (defending attacks regardless of direction), in this position it will drastically reduce the damage received but at the cost of stamina. Defending with tower shields costs less stamina than defending with round shields, and defending with weapons... the lighter the weapon, the greater the stamina consumption. If the defense is made with very light weapons such as daggers and one-handed weapons, part of the damage will directly affect your HP in a vast way. Absolute blocks on damage received will only occur in situations such as a very bad weapon attacking a shield, or a very bad weapon attacking another larger weapon of much superior material. Weapon models can improve the effectiveness of the defense; two-handed swords defend better than one-handed swords. Another example: a bone sword attacking a steel sword will not be effective in passing damage through the steel weapon's defense. Shields alone are far more effective at absorbing damage than weapons.
😊This will completely eliminate the spinning-around combat!
(calm down, it will make more sense later)

💡Modulation of weapons: Weapons like hammers and axes cause significant wear and tear on the durability of shields and weapons attempting to defend against them, in addition to causing greater damage through defense.
Weapons with piercing attacks in their moveset have a chance to ignore the blocking stance if the defender is NOT using a shield, but they deal less damage through defense in case of a successful defense, making it dangerous to defend against piercing attacks without a shield.
Pressing the attack button with the shield raised enables shield attacks; shield slams cause less damage but push the target and can cause dizziness.

💡New racial interactions with the new combat system:
Oghimir: Racial advantage 1: Allows attacking with the blocker raised if shielded, however the attack is weaker (note: walking with the blocker raised makes all users slower).
Oghimir: Racial advantage 2: Active ability Iron Wall: It allows your defenses to be much more effective for a given period of time; defending costs less stamina and blocks more damage.

Thursar: Racial advantage 1: Thursar can deal more damage to the defender's stamina, and also pass more damage through the defense.
Thursar: Racial advantage 2: Active ability Battle Cry: that increases your strength by 30 and makes your attacks much more effective against defenses, removing much more stamina and durability from the defenders' weapons and shields at the cost of not being able to defend during the buff's duration. (This will replace the current clade that doesn't work with Battle Cry).

Human: Racial Advantage 1: Allows the use of magic even while wielding a weapon in one hand (spells are cast with a longer cast time, similar penalty to using spells while mounted). Schools like elementalism still require both hands to be used.
Human: Racial Advantage 2: Active Ability Mind over matter: Physical attacks steal mana from the target based on the damage dealt, while magical attacks steal stamina from the target based on the damage dealt... over a short period.

Alvarim: Racial Advantage 1: Alvarins have a higher chance of making their piercing moveset attacks ignore the defenders' defensive stance. Ultra effective with daggers.
Alvarin: Racial Advantage 2: Active Ability Ghost: All your movements cease to make noise; walking produces no sound, casting spells or attacking also produces no sound. For the duration of the ability, the silence is absolute.

I ask that you understand that the fights would not last as long as the fights in the current parrying model, because in this model, even if you defend yourself, you will suffer injuries, and defending will also cost stamina. If you don't have stamina, all the damage will go through the defense, making the fight more calculated and less about attack and spinning around.
With this overhaul of the melee fighting style, I believe that more new players would be interested in the game, as combat would be simpler to learn and master, since the current model is the target of criticism and problems. I hope you enjoyed the suggestions or simply had fun reading the content. Thank you for reading.
 
  • Like
Reactions: Feitor

Feitor

New member
Jan 26, 2023
10
3
3
UP! Mortal would actually be better this way; there isn't a single game that uses targeted mouse attacks or a directional combat system that has survived. They're all empty, it's a very uncomfortable and unfun model... nobody likes it.

I support the idea.
 
  • Like
Reactions: MK Player