Bridge to Sarducca.

MortalEnjoyer42069

Active member
May 4, 2024
307
110
43
NO BRIDGE TO SARDUCAA. PLEASE POLL COMMUNITY. CHARACTERS ONLY. I will even let people take their OP trinks and shit, but not all the mats and mounts, etc.
Insane take. People already have BIS trinkets in Sarducaa. Keeping the status quo in Sarducaa will kill the game even faster.
 

Ibarruri

Well-known member
May 28, 2020
707
895
93
Meduli
Mounted combat was significantly stronger than ma in the first game.

You got the issue right on the nose in terms of weapon weight restriction and animations.

In the first game dismounts could happen on horse hits not just the player hit, there was no armor penalty on horse speed and the animations were way cleaner. It was very rare to impossible to beat an mc with ma they were considered a rock paper scissors counter

That specific weight restriction was a nerf to this specific weapon I’m using in the video below and they haven’t had the competence to look at it from 7 years ago for a completely different game. I testify this is the truth

pretty days. MO1 return!!!!
 
  • Like
Reactions: Xunila and Starz

Dargelar

New member
Nov 1, 2021
20
3
3
Mounted combat was significantly stronger than ma in the first game.

You got the issue right on the nose in terms of weapon weight restriction and animations.

In the first game dismounts could happen on horse hits not just the player hit, there was no armor penalty on horse speed and the animations were way cleaner. It was very rare to impossible to beat an mc with ma they were considered a rock paper scissors counter

That specific weight restriction was a nerf to this specific weapon I’m using in the video below and they haven’t had the competence to look at it from 7 years ago for a completely different game. I testify this is the truth

I also noticed a lack of reduction to the speed penalty from mounted armor in the "Mounted Combat Skill," which would increase mobility to the level of the next armor class. Logically, heavy mounted armor is primarily geared toward melee combat, as they should benefit from it, not mages and archers. In fact, all specialized mounted skills are just placeholders and a means of draining points.

This is a common problem in MO2: using a single stat base, the developers try to balance a hypothetical build with one or two tools. For example, there's virtually no difference in mobility between light, medium, and heavy armor, while gameplay with a bow or melee weapon will differ fundamentally only in the difference in incoming damage reduction. Or in mounted combat: how can a mounted fighter defeat a mounted mage or archer if they have the same speed?
 
  • Like
Reactions: Teknique

Teknique

Well-known member
Jun 15, 2020
2,003
1,477
113
I also noticed a lack of reduction to the speed penalty from mounted armor in the "Mounted Combat Skill," which would increase mobility to the level of the next armor class. Logically, heavy mounted armor is primarily geared toward melee combat, as they should benefit from it, not mages and archers. In fact, all specialized mounted skills are just placeholders and a means of draining points.

This is a common problem in MO2: using a single stat base, the developers try to balance a hypothetical build with one or two tools. For example, there's virtually no difference in mobility between light, medium, and heavy armor, while gameplay with a bow or melee weapon will differ fundamentally only in the difference in incoming damage reduction. Or in mounted combat: how can a mounted fighter defeat a mounted mage or archer if they have the same speed?
A post I made in 2022

1786708030919.png
 
  • Love
Reactions: Ibarruri

Iloros

Active member
Dec 14, 2023
211
22
28
Mounted combat was significantly stronger than ma in the first game.

You got the issue right on the nose in terms of weapon weight restriction and animations.

In the first game dismounts could happen on horse hits not just the player hit, there was no armor penalty on horse speed and the animations were way cleaner. It was very rare to impossible to beat an mc with ma they were considered a rock paper scissors counter

That specific weight restriction was a nerf to this specific weapon I’m using in the video below and they haven’t had the competence to look at it from 7 years ago for a completely different game. I testify this is the truth

Tht shit looks so much tuffer than what we have rn, they restricted weapons to basically 4.3kg, which would give you around 41 blunt, footies can use a 71 blunt 9.4kg hammer, why cant I use that on a mount? Becuase fuck you, you cant even dismount people with balance with MC with the heaviest useable weapons lmao. And you need a Thursar with str req orbs to use good weapons other htan lances... THye just REFUSE to do balance patches man, they refuse to and it will ruin their game, i mean dont even listen to me, if you are gonna do anything I say, its not to nerf alvarins, its ot just start balancing the game period. Do anything man but make it big and consistent not -3% armor pierce dmg -10% slash defense on spider and thats a whole patch for the most unbalanced game ever LMAO
 
  • Like
Reactions: Teknique

Iloros

Active member
Dec 14, 2023
211
22
28
Mounted combat was significantly stronger than ma in the first game.

You got the issue right on the nose in terms of weapon weight restriction and animations.

In the first game dismounts could happen on horse hits not just the player hit, there was no armor penalty on horse speed and the animations were way cleaner. It was very rare to impossible to beat an mc with ma they were considered a rock paper scissors counter

That specific weight restriction was a nerf to this specific weapon I’m using in the video below and they haven’t had the competence to look at it from 7 years ago for a completely different game. I testify this is the truth

Tht shit looks so much tuffer than what we have rn, they restricted weapons to basically 4.3kg, which would give you around 41 blunt, footies can use a 71 blunt 9.4kg hammer, why cant I use that on a mount? Becuase fuck you, you cant even dismount people with balance with MC with the heaviest useable weapons lmao. And you need a Thursar with str req orbs to use good weapons other htan lances... THye just REFUSE to do balance patches man, they refuse to and it will ruin their game, i mean dont even listen to me, if you are gonna do anything I say, its not to nerf alvarins, its ot just start balancing the game period. Do anything man but make it big and consistent not -3% armor pierce dmg -10% slash defense on spider and thats a whole patch for the most unbalanced game ever LMAO
 

Teknique

Well-known member
Jun 15, 2020
2,003
1,477
113
Tht shit looks so much tuffer than what we have rn, they restricted weapons to basically 4.3kg, which would give you around 41 blunt, footies can use a 71 blunt 9.4kg hammer, why cant I use that on a mount? Becuase fuck you, you cant even dismount people with balance with MC with the heaviest useable weapons lmao. And you need a Thursar with str req orbs to use good weapons other htan lances... THye just REFUSE to do balance patches man, they refuse to and it will ruin their game, i mean dont even listen to me, if you are gonna do anything I say, its not to nerf alvarins, its ot just start balancing the game period. Do anything man but make it big and consistent not -3% armor pierce dmg -10% slash defense on spider and thats a whole patch for the most unbalanced game ever LMAO
Even the armor I was wearing was way cooler.

7kg steel armor xD. BRING IT BACK

but yes there is literally 0 reason for them to have kept mounted combat in the state that its in for this long.

Even lances being parryable makes no sense with the momentum of a mount coming at you. That isn't something you would just be able to deflect away with your weapon.

Mounted combat was very polarizing in the first game which is the main reason I think they don't want to touch it. It was often the loudest complaint.

I think there are ways to do it. Let it be super strong but let it have natural high risk counters, things that will stop you dead in your tracks in a foot group.

In mo2 everything costs way too many primary points.


This was the Oghmir
121 str
60 int

MA/MM/MC

before they nerfed below (in mo2)
60 int damage breakpoint for spells(thanks Kaemik poopyface)
Lictor armor (save points on armor training)
Extra 100 primary points for MM

These were the types of things that set me off into a blind rage at the start of mo2. All the very nuanced builds rejigged because random X player with 36 hrs played and knows none of the builds feels such and such.

But anywho back to the point. An SV balance patch lacks all of the nuance. If something is good, its usually purely out of happenstance. I'm actually surprised in a positive direction with archery in mo2 as it has this weird phenomenon where i'm having fun.





1786734260637.png
 
Last edited:
  • Like
Reactions: Starz

Iloros

Active member
Dec 14, 2023
211
22
28
Even the armor I was wearing was way cooler.

7kg steel armor xD. BRING IT BACK

but yes there is literally 0 reason for them to have kept mounted combat in the state that its in for this long.

Even lances being parryable makes no sense with the momentum of a mount coming at you. That isn't something you would just be able to deflect away with your weapon.

Mounted combat was very polarizing in the first game which is the main reason I think they don't want to touch it. It was often the loudest complaint.

I think there are ways to do it. Let it be super strong but let it have natural high risk counters, things that will stop you dead in your tracks in a foot group.

In mo2 everything costs way too many primary points.


This was the Oghmir
121 str
60 int

MA/MM/MC

before they nerfed below (in mo2)
60 int damage breakpoint for spells(thanks Kaemik poopyface)
Lictor armor (save points on armor training)
Extra 100 primary points for MM

These were the types of things that set me off into a blind rage at the start of mo2. All the very nuanced builds rejigged because random X player with 36 hrs played and knows none of the builds feels such and such.

But anywho back to the point. An SV balance patch lacks all of the nuance. If something is good, its usually purely out of happenstance. I'm actually surprised in a positive direction with archery in mo2 as it has this weird phenomenon where i'm having fun.





View attachment 6805
Yeah dude its cool that you share some histiry and it is interesting how Henrik basically has balance PTSD LOL.


Archery is something I love got buffed and I enjoy thw fact that it did get buffed daily.


However how they and the low IQ community is moving rn is they will nerf archery ans pets to thw ground (non issues) and keep alvarins and MAs (the issue) op.

I mean archery got hit 3 times in a row decent nerfs too.
 

Iloros

Active member
Dec 14, 2023
211
22
28
Even the armor I was wearing was way cooler.

7kg steel armor xD. BRING IT BACK

but yes there is literally 0 reason for them to have kept mounted combat in the state that its in for this long.

Even lances being parryable makes no sense with the momentum of a mount coming at you. That isn't something you would just be able to deflect away with your weapon.

Mounted combat was very polarizing in the first game which is the main reason I think they don't want to touch it. It was often the loudest complaint.

I think there are ways to do it. Let it be super strong but let it have natural high risk counters, things that will stop you dead in your tracks in a foot group.

In mo2 everything costs way too many primary points.


This was the Oghmir
121 str
60 int

MA/MM/MC

before they nerfed below (in mo2)
60 int damage breakpoint for spells(thanks Kaemik poopyface)
Lictor armor (save points on armor training)
Extra 100 primary points for MM

These were the types of things that set me off into a blind rage at the start of mo2. All the very nuanced builds rejigged because random X player with 36 hrs played and knows none of the builds feels such and such.

But anywho back to the point. An SV balance patch lacks all of the nuance. If something is good, its usually purely out of happenstance. I'm actually surprised in a positive direction with archery in mo2 as it has this weird phenomenon where i'm having fun.





View attachment 6805
Yeah dude its cool that you share some histiry and it is interesting how Henrik basically has balance PTSD LOL.


Archery is something I love got buffed and I enjoy thw fact that it did get buffed daily.


However how they and the low IQ community is moving rn is they will nerf archery ans pets to thw ground (non issues) and keep alvarins and MAs (the issue) op.

I mean archery got hit 3 times in a row decent nerfs too.

And ywah in this game the options just arent there even if they made all the racs playable for starters (only Alvarin is currently viable) there still is 0 build variety.


Every Thursar is age 30 stout even if they go age 23 lean what they lost 25 hp and gained 10 speed big deal doesnt change the gameplay. People take same clades same mastwries etc. They refuse to add horizontal progression and build variety to an mmorpg they advertise as classless with infinite options which is one of the only reasons I joined.

I had a bulging Thursar Paladin 25 dex tankiest build highest damage but with very clear weakness in low stam no range and kiteable even by fatmages

They no kidding directly nerfed it 8 times in a row and now Im just a Thurkall.


They fucked over all paladins matter of fact instead of nerfing dex mages


Now they will desteoy the Oghmir foot archer build because Alvarins abuse bows the best by fsr but they wont nerf them so nerf bows after complaints.

Fatmages and hybrids are absolute situational jokes rn.

Idk whos in charge on balance do you know that maybe? Is it Henrik calling the shots?
 
  • Like
Reactions: Teknique

Teknique

Well-known member
Jun 15, 2020
2,003
1,477
113
Yeah dude its cool that you share some histiry and it is interesting how Henrik basically has balance PTSD LOL.


Archery is something I love got buffed and I enjoy thw fact that it did get buffed daily.


However how they and the low IQ community is moving rn is they will nerf archery ans pets to thw ground (non issues) and keep alvarins and MAs (the issue) op.

I mean archery got hit 3 times in a row decent nerfs too.

And ywah in this game the options just arent there even if they made all the racs playable for starters (only Alvarin is currently viable) there still is 0 build variety.


Every Thursar is age 30 stout even if they go age 23 lean what they lost 25 hp and gained 10 speed big deal doesnt change the gameplay. People take same clades same mastwries etc. They refuse to add horizontal progression and build variety to an mmorpg they advertise as classless with infinite options which is one of the only reasons I joined.

I had a bulging Thursar Paladin 25 dex tankiest build highest damage but with very clear weakness in low stam no range and kiteable even by fatmages

They no kidding directly nerfed it 8 times in a row and now Im just a Thurkall.


They fucked over all paladins matter of fact instead of nerfing dex mages


Now they will desteoy the Oghmir foot archer build because Alvarins abuse bows the best by fsr but they wont nerf them so nerf bows after complaints.

Fatmages and hybrids are absolute situational jokes rn.

Idk whos in charge on balance do you know that maybe? Is it Henrik calling the shots?
It was in my opinion

Herius doing balance in MO1

Henrik doing balance in MO2 at the start. I assume that's still the case but I don't know.

Yes if you play some niche build that nobody else plays they will gladly nerf it for the brownie points with the community, since no one actually plays it to be upset.
 
  • Like
Reactions: Ibarruri

Iloros

Active member
Dec 14, 2023
211
22
28
It was in my opinion

Herius doing balance in MO1

Henrik doing balance in MO2 at the start. I assume that's still the case but I don't know.

Yes if you play some niche build that nobody else plays they will gladly nerf it for the brownie points with the community, since no one actually plays it to be upset.
Low IQ balacing. They think its unpopulsr objectively, its only unpopular becausw its weak and its potential players leave.

A potential player is simply someone who is reasonably willing to play this type of game only if his build was viable.

The reason those people dont play is quite simply most builds are miserable to play.

Only 1 tank option and shit in small scale and worst solo build expensive too (oghmir) Thursar got nerfed out of tank builds ans is bad in general, so tell me whats a chance some dude that always plays tanks joins to play a tiny ugly hairy dwarf and only log on on pings LOL

Or go against all his prefernences just for a miyed review dead game and force himself to play Alvarin...

Wont last rarely anyone does it.

You gain nobidy by keeping a build OP or super weak you just lose players, reasin being is even if you neef every build but theirs people just all roll that same build/only ppl that play it stay so yoz dont even feel OP.

Alvarins dont feel OP becazse all you are fighting is other Alvarins and absolute legend Thursar players or your counterpicks like a spider mage tgat just got nerfed btw LOL and so did Thursar

Coz they arw litwrally getting everxthing nerfed as a majority by haging overhwelming feedback power.....

Democratic balancing is crazy.
 

Teknique

Well-known member
Jun 15, 2020
2,003
1,477
113
Low IQ balacing. They think its unpopulsr objectively, its only unpopular becausw its weak and its potential players leave.

A potential player is simply someone who is reasonably willing to play this type of game only if his build was viable.

The reason those people dont play is quite simply most builds are miserable to play.

Only 1 tank option and shit in small scale and worst solo build expensive too (oghmir) Thursar got nerfed out of tank builds ans is bad in general, so tell me whats a chance some dude that always plays tanks joins to play a tiny ugly hairy dwarf and only log on on pings LOL

Or go against all his prefernences just for a miyed review dead game and force himself to play Alvarin...

Wont last rarely anyone does it.

You gain nobidy by keeping a build OP or super weak you just lose players, reasin being is even if you neef every build but theirs people just all roll that same build/only ppl that play it stay so yoz dont even feel OP.

Alvarins dont feel OP becazse all you are fighting is other Alvarins and absolute legend Thursar players or your counterpicks like a spider mage tgat just got nerfed btw LOL and so did Thursar

Coz they arw litwrally getting everxthing nerfed as a majority by haging overhwelming feedback power.....

Democratic balancing is crazy.
I think you might actually have a point on the veelas. Just because jumping around and dodging swings is one of my primary defensive mechanisms right now.

Foot archer being best on veela, yeah that seems true too, since resting pulse helps out. Now footarcher is just absolutely busted the amount of stopping power and armor pen it has, I say this as my primary damage dealer.

As for foot, I think your point is only true because the weapon balancing is horrific in mo2. No matter how heavy the weapon is its viable. So the low dmg bonus is overcame by massive blunt armor pen and 2h axes and maces being wielded like short swords.
 
  • Like
Reactions: Ibarruri

Iloros

Active member
Dec 14, 2023
211
22
28
I think you might actually have a point on the veelas. Just because jumping around and dodging swings is one of my primary defensive mechanisms right now.

Foot archer being best on veela, yeah that seems true too, since resting pulse helps out. Now footarcher is just absolutely busted the amount of stopping power and armor pen it has, I say this as my primary damage dealer.

As for foot, I think your point is only true because the weapon balancing is horrific in mo2. No matter how heavy the weapon is its viable. So the low dmg bonus is overcame by massive blunt armor pen and 2h axes and maces being wielded like short swords.
Very untrue last statement from you.

Heaviest popular weapon is around 5kg and it isnt really popular even.

Almost noone uses a maul and Alvarins literally cant.

They just kinds have 230 hp armor pierce weakspots and 90 psy and 410 stam and stam regen and 450 speed so thex are kinda OP yknowhatimsayin
 

Sophisticus

New member
Aug 6, 2023
24
20
3
I played Mortal for 3 months (470 hours) before I stopped with the Sarducaa release. As a new player, I just didn't feel like creating a new character for Sarducaa, even though I hadn't even finished building my first character yet. Continuing to play on Myrland alone wasn't particularly appealing either.

I won't play again until the bridge is open.
 

Embuscade

Member
Feb 11, 2021
108
15
18
MO1 mounted was objectively better. I miss footies needing balance.
Do you have any videos from that time that show what it was like?
So here's a recent video that finally shows just how strong the Arc Alavrin really is.
That said, please note that there are no shields on the opposing team, that most of them are noobs, and that Yada has always been very strong player pvp.
 

Embuscade

Member
Feb 11, 2021
108
15
18
I also noticed a lack of reduction to the speed penalty from mounted armor in the "Mounted Combat Skill," which would increase mobility to the level of the next armor class. Logically, heavy mounted armor is primarily geared toward melee combat, as they should benefit from it, not mages and archers. In fact, all specialized mounted skills are just placeholders and a means of draining points.

This is a common problem in MO2: using a single stat base, the developers try to balance a hypothetical build with one or two tools. For example, there's virtually no difference in mobility between light, medium, and heavy armor, while gameplay with a bow or melee weapon will differ fundamentally only in the difference in incoming damage reduction. Or in mounted combat: how can a mounted fighter defeat a mounted mage or archer if they have the same speed?
I'm just quoting this to keep on file, because it's a master class in proving that this guy is completely off the wall—the leap from a desire for historical accuracy in medieval settings, with vassals and wealth, to the balancing of a video game.
And by “Mounted fighter,” you mean melee versus ranged—so, in theory, if he has nothing to quickly jump on them with, well, nothing—in-game, in the actual game, he’d dismount his horse and pull out a longbow, or use a club for dismount them.
 

Iloros

Active member
Dec 14, 2023
211
22
28
All those pvp vids to show "archers are so op rn" just show how absolutely busted Alvarin is compared to mo1.

It's not at ALL about archery. All archery needed to do was be a ranged option, and do enough damage to kill a person (which should be every weapon every so you cant call that op)

And by default slap that on a character with most stam most speed and most stam regen, and you instaitnly win.
 

Dargelar

New member
Nov 1, 2021
20
3
3
I'm just quoting this to keep on file, because it's a master class in proving that this guy is completely off the wall—the leap from a desire for historical accuracy in medieval settings, with vassals and wealth, to the balancing of a video game.
And by “Mounted fighter,” you mean melee versus ranged—so, in theory, if he has nothing to quickly jump on them with, well, nothing—in-game, in the actual game, he’d dismount his horse and pull out a longbow, or use a club for dismount them.
Dude, I'm just saying that despite the lack of classes, the game should support different gameplay modes, creating their own niche for them, not just a fun build that no one needs.
Historical references are nothing more than convenience for players, making the task easier to understand. So, for example, equipping heavy armor could give a character the ability to fly or teleport.

Playing a mounted archer in MO2 isn't a fighting game, it's Counter-Strike, and the player is armed with a 4.1, while everyone else is armed with knives. While a mounted mage has at least some gameplay conventions, like pre-casting without the ability to control a pet and spell range control, a mounted archer has none of that. You see a target and shoot, the spread is negligible, and at medium range, it's practically nonexistent. There's no effect on a mounted archer. There are also no restrictions on their armor, because the game lacks such mechanics.

While archery is a relatively challenging gameplay choice at the beginning of leveling, as you level up, all its drawbacks are completely eliminated by skills. The question is, why did they introduce aim shake if it's not going to be there later?

Yes, I want armor to have its advantages and disadvantages not only for magic but also for physical combat. I want there to be a difference between gameplay in light and heavy armor, rather than one being just good protection and the other being crap. I want players to weigh the potential effectiveness of various pieces of equipment for their gameplay, rather than relying solely on activity point economy.
I want mounts to be more than just fast legs, as they are now.

Your video shows how low the skill requirements for archery are and how simple the gameplay is, despite the impact it brings. The lack of shields doesn't reflect the skill level of your opponents, but rather the vulnerability of their builds against archers. Your allies also don't have shields; are they noobs, too? Shields are a different gameplay feature that makes players more protected against archers but less effective in melee combat. It's simply a choice.

In any case, I'm glad my posts are engaging at least some people. Considering the previous post about proposals to fix mounted melee combat until 2022, don't expect any meaningful solutions.
 

Iloros

Active member
Dec 14, 2023
211
22
28
Dude, I'm just saying that despite the lack of classes, the game should support different gameplay modes, creating their own niche for them, not just a fun build that no one needs.
Historical references are nothing more than convenience for players, making the task easier to understand. So, for example, equipping heavy armor could give a character the ability to fly or teleport.

Playing a mounted archer in MO2 isn't a fighting game, it's Counter-Strike, and the player is armed with a 4.1, while everyone else is armed with knives. While a mounted mage has at least some gameplay conventions, like pre-casting without the ability to control a pet and spell range control, a mounted archer has none of that. You see a target and shoot, the spread is negligible, and at medium range, it's practically nonexistent. There's no effect on a mounted archer. There are also no restrictions on their armor, because the game lacks such mechanics.

While archery is a relatively challenging gameplay choice at the beginning of leveling, as you level up, all its drawbacks are completely eliminated by skills. The question is, why did they introduce aim shake if it's not going to be there later?

Yes, I want armor to have its advantages and disadvantages not only for magic but also for physical combat. I want there to be a difference between gameplay in light and heavy armor, rather than one being just good protection and the other being crap. I want players to weigh the potential effectiveness of various pieces of equipment for their gameplay, rather than relying solely on activity point economy.
I want mounts to be more than just fast legs, as they are now.

Your video shows how low the skill requirements for archery are and how simple the gameplay is, despite the impact it brings. The lack of shields doesn't reflect the skill level of your opponents, but rather the vulnerability of their builds against archers. Your allies also don't have shields; are they noobs, too? Shields are a different gameplay feature that makes players more protected against archers but less effective in melee combat. It's simply a choice.

In any case, I'm glad my posts are engaging at least some people. Considering the previous post about proposals to fix mounted melee combat until 2022, don't expect any meaningful solutions.
i mean spot on man, the melees in this game are doomed theres 0 burst engange all in mechanics otehr games have, you are hopeless to catch them or have kill pressure
Thats literally it like 80% of the builds have 0 kill pressure on that 5-10% that everyone plays because it has kill pressure between each other. Its like a cool kids club to the max, coz in other games i can play a goofy off meta build and still kill a guy, in this game a regular fighter is a goofy off meta build and it cant even kill people that arent also either fighters or fatmages BUT NOONES PLAYS THOSE LMAO. Theres a Thursar here and there and then theres some Oghmirs that never run in groups of less than 10, so bascially all you fihgt is alvarins and MAs
 
  • Like
Reactions: Ibarruri

MortalEnjoyer42069

Active member
May 4, 2024
307
110
43
Do you have any videos from that time that show what it was like?
So here's a recent video that finally shows just how strong the Arc Alavrin really is.
That said, please note that there are no shields on the opposing team, that most of them are noobs, and that Yada has always been very strong player pvp.
Yes, but idk where they are. You basically could run your mount into people and they would be knocked down. The alvarin makes to foot archer very strong. Its only the elf that synergizes with this well enough. I would also ingore any of JPK's videos (Yada). He is a multiple times banned hacker.
 
  • Haha
Reactions: Teknique