Sure either one, but the system is not consistent. You can have criminal actions disabled and still/loot attack and then get killed by guards. It should be one or the other. Right now it's just dumb.
Shocking notion, I know, that the function of criminal actions being disabled should work.
If you have it disabled you shouldn't be able to loot or attack a war target. Simple.
@Robmo can we please get SV to fix this?
that's a philosophy problem with SV, they need to accept that they'll never get it 100% right in the 1st attempt and embrace iteration. If you think about it, there isn't a single feature in the game they have gotten right in the first attempt. EVER, since MO1. Not even login in to the game...
I think the idea is a parry that drains mana on successful parry chip damage on hp. that aside. overall mana regen and concentration reworks are sorely needed.
Just like ritual pets, pets, TC and everything else really. Implement a half-baked, poorly thought out mechanic then leave it untouched for months/years.
SV just make drop everything and make MO2 a footie simulator.
Completely agree MA's shouldn't be able to heal their horses. Mounted+archer+heals is just broken.
However, MMs can't hold a candle against an MA. Mages can't turn while casting, their cast speed is 50% higher. How is an MA at a disadvantage to a MM. MA's outdps a MM always and their dmg...
We need this and to drop at least one of the nerfs on MMs. And sooo many other things. They'll need 10 years to do any of it. Maybe in ue6 mortal in space.
To a different game :ROFLMAO:
joke's aside I like the ideas. The game desperately needs more content at every level. The problem is SV is incredibly slow and then they'll add their store-bought assets and say: "sorry we're a small indy team."
This 100% please. @Robmo There's no excuse not to give this or similar a try. I'd like to err on the side of optimism but after two years it's starting to wear down on me and I don't think SV is capable of doing anything significant.
SV is afraid of touching the current meta, which is...
yeah or let mages swap from cast to weapon on the fly, and some viable options to create a gap, or blocking that actually blocks damage. Even with 100 blocking, and no matter how good I am at parrying chip damage, guarantees the same outcome.
My issue is not mage vs footie, it's MM vs MA. It's in the title of the thread. Footie/Mage balance is liveable and with good positioning can be made to work. It's MM vs MA that's not possible to manage. Hence the thread.