- Nov 20, 2020
This thread exist to prevent people from making OP characters right?
Yikes LMAO, yeah boys buff khurites im all for thatTo quote my recent race guide:
"Khurites are the fastest race of humans while also having good strength and constitution. That being said, Kallards are better in every physical stat except speed. On top of this, they have an abysmally low attribute total. Given the only minor differences in speed currently present, it is my personal opinion Khurites are bad at literally everything, and should never be played for any purpose but flavor. Some will argue this point with me, but I feel those people have an antiquated view of how good movement speed is, that doesn’t hold up to the realities of Mortal Online 2 where it was nerfed compared to the previous title."
To back this up I'm issuing a challenge. Submit Khurite builds here. Could be full Khurite, could be 1/4 Khurite. Any level of Khurite in your build is bad. I will make a build that does the same general thing but better, by removing Khurite. Because ANYTHING a Khurite is good at, another race can do, but in an objectively better fashion if you aren't WAY overvaluing a tiny bit of extra movement speed.
I intend to keep this topic running until everyone realizes how objectively trash this race is, and SV gives them the buff they deserve.
I recommend you to wait a bit to see more teamfights. Divers are very important in teamfight. Just 1 diver in the back lane of the enemy can aggro up to 3-6 guys waisting stam/mana if you survive. Literally just 1 diver can change a whole fight without killing anybody just by disturbing the enemy coms/mage/peeler.They're trash in that they are not the best at literally any role. Like you mentioned smaller size making them better at mounted builds. Better than Ohgmir? Ohgmir are smaller/lighter and have the highest strength and int cap in the game making them better at mounted warrior, archer, and mage.
Like I said, show me any build with Khurite in it, and I'll make it better by making it something else.
you are actually wrong on this lol. when they datamined and saw that soul depth didnt matter for channeling. that was only in situations where the channeling bonus was at cap already (casting spells inside their deed at an altar. so it made no difference in pve) however it did actually add to channelling bonus and thus increase casts when there isnt the altar bonus to easily hit 70(out and about pvping). every skill roll benefited from the skills and characteristics that were above them. faithbonus was just increased by altars on deed so for pve it meant nothing cuz you reached the cap easily but in pvp the only bonus to faith bonus you were getting was faith over 90 + terrain + religion skill check(affected by soul depth).This thread very much reminds me of how in Wurm Online the conventional wisdom for years was that if you play a priest, you raise soul depth to increase channeling success. For like 10+ years all these priests went out leveling farming, and hot food cooking, and all the skills that gave soul depth to get better channeling.
When they released private servers (Wurm Unlimited) people actually got to datamine the game and test how effective this was. The code revealed... soul depth did nothing. They actually added new functions to it because everyone who had raised it was so pissed.
Movespeed isn't useless per say, but it takes so damn long for a 2% bonus to actually compound into some kind of useful lead it's definitely not worth trashing the rest of your character for. Even the edge Alvarins have is largely driven by an entire clade worth of tools to help compound that lead with creative use of terrain. But eh. If you guys what to stay Khurite, stay Khurite.
Not disagreeing divers are important, Just disagree 2% more speed is a qualification for the role. 90% of my playtime in this game post races has been on Alvarin with either full stam or mage armor and while the difference in speed is noticeable and useful you're talking a 4-6% speed advantage over a Full Khal + Terrain Bonuses. And you can STILL have to play very carefully to keep ahead of your opponents.I recommend you to wait a bit to see more teamfights. Divers are very important in teamfight. Just 1 diver in the back lane of the enemy can aggro up to 3-6 guys waisting stam/mana if you survive. Literally just 1 diver can change a whole fight without killing anybody just by disturbing the enemy coms/mage/peeler.
Because mounts didn't exist. As for why I currently am still playing Alvarin... experimentation. I may very well roll Ohgmir next patch. I wanted to see if there is a notable difference in speed between my fiance's stout Thur-Tind and my skinny Veela while mounted. Veelas are also a great choice for some very specific mounted builds though. Primarily ones that want to be able to continue kiting if their mount dies. And skinny Alvarin are SUPER lightweight. Lighter than fit Ohgs, and taking an Ohg below fit makes no sense to me.
If there is a mount advantage to a Skinny Oghmir versus a Fit Oghmir, I’ll be very happy with the implementation. Most of what’s discussed here will change. As you say, remains to be seen.Because mounts didn't exist. As for why I currently am still playing Alvarin... experimentation. I may very well roll Ohgmir next patch. I wanted to see if there is a notable difference in speed between my fiance's stout Thur-Tind and my skinny Veela while mounted. Veelas are also a great choice for some very specific mounted builds though. Primarily ones that want to be able to continue kiting if their mount dies. And skinny Alvarin are SUPER lightweight. Lighter than fit Ohgs, and taking an Ohg below fit makes no sense to me.
Race bonuses is what we were originally promised, clade gifts is what we got. It’s an overall underwhelming system that doesn’t address imbalances in attribute distribution as you point out.For a long time I've been saying we need race bonuses in addition to clade bonuses to help set the races apart. This is a sentiment I've seen echoed by MANY people in this community as well. I'm going to give a complete list of a potential bonus set for every race. These bonuses are aimed at...mortalonline2.com
This would help A LOT of races in general. A large theme of the ideas within is making races good at things they're currently bad at but that it makes sense for them to be good at given their racial theme and/or the lore.
I don't really care what they do with mounts. Ohgmir, Thursar, or both are shaping up to look like better races than a Khurite on a mount unless they specifically make height good and weight bad... so that min size Kallards are better instead.
The other thing I would do with Khurites is match their total attributes to either Kallards or even Sidoians.
No. Absolutely not. People can sit there and tell me being 1.7% faster than a Kallard is worth losing out on every single other physical stat, and I think that's insane. But if you're going to sit there and tell me they're viable as a hybrid, you're off your rocker.a hybrid, a mage
No. Absolutely not. People can sit there and tell me being 1.7% faster than a Kallard is worth losing out on every single other physical stat, and I think that's insane. But if you're going to sit there and tell me they're viable as a hybrid, you're off your rocker.
High attribute total is one of THEE most important things to have on a hybrid because all stats are good for hybrids. Khurites have one of the lowest of all races, in a clade notable for great attribute totals. They're sitting just above Ohgmir, and the low attribute total on Ohgmir is the primary reason they make terrible hybrids despite being both good melee and mages. They are among Ohgmir and Thursars as the worst hybrid builds in the game. The only thing that can somewhat salvage them from this status is mixing in human races that aren't terrible hybrids. But for every quarter Khurite you are, the worse of a hybrid you are.
As far as mage, they could potentially make a decent dex mage. But when the devs make int more useful 50-100 (as they have stated they will) you can kiss that status goodbye as well as they barely have the attribute points to pull off a dex mage even now and their int cap is trash. Sheevra are significantly better in every aspect except total health once you remove the assumption int is a dump stat past 50.
So they can be meh foot-fighter, fairly trash MA, fairly trash MC, complete garbage hybrid, and viable dex mage until int gets patched and they likely become garbage at that too. Honestly, it feels like many of the people in this topic have forgotten attribute total as a variable between races exists. Just a reminder it does exist, and for a lot of builds, it's a really important factor. Even pure foot-fighters suffer from a lack of it if they want to not die to mages in 2 hits. And it's absolute trash for Khurites.
You want adaptable builds?
Huergar: Amazing tank FF, best light MA hands down and even good compared to heavy MAs, top tier fat mage, best light mounted melee. Literally good at everything but hybrid if you don't mind being slow but very tanky on foot.
Veela: Good fast melee, great fast archer, good dex mage, good hybrid, merits as light MA, merits as light mounted mage, probably a questionable choice on light mounted melee and light mounted hybrid but still better at both those builds than Khurites are as hybrids.
(All cav builds are assuming meaningful drawbacks to being a heavy rider get implemented, but if that doesn't happen then Khurites will be slightly worse off than they are if they do.)