Balance and Systems Overhaul Megathread

MortalEnjoyer42069

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May 4, 2024
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This thread is devoted to improving the game as I see it. Please post you opinions and wishes for the game below and I may incorporate into this post. This post will be bumped monthly and changes will be one lined once the change has been implemented. These requests are probably going to piss a lot of people off, but they will be good for the game.

Items

Huskweave: Change to modified version of Iron Fur. +5% on slash & blunt, -10% on pierce. Huskweave in it's current implementation completely removes the use of any silks and the 100 primary point requirement to use silks. Reclassify under Arthropod Produce.

Wood: Increase all wood durability gain by 10% per each tier of wood. Wood is not used due to its lack of durability and requirement of additional 100~200 primary points. Allow wood to be used in Plate Armor like we had in MO1
Lower Advanced Dendrology woods mass by 10%.
Swap Greywoods mass and slash defense with Blackwoods mass and slash defense.
(E.G. Spongewood would gain 10% durability where as Stonewood would gain 100% durability)

Bone: Swap Incisium and Iron Bone defensive stats.
Lower all durability of bone by 25%.

Carapaces: Only be usable on shields and Laminated Armor types.

Metals: Lower the mass of Bleck, Cuprum, Bron, Aabam, and Skadite by 20%
Match and then raise the defenses of each to the following.
Bleck = Arthropod Carapace +1 all defenses
Cuprum = Crustacean Carapace +2 all defenses
Bron = Reptile Carapace +1 all defenses
Aabam = Heavy Carapace +2 all defenses
Skadite = Pansar Carapace +5 all defenses

Plate Armor: Increase blunt resistance by +20%.

Magic: Magical Essence added to town and TC magic vendor. Item cost is 1 gold.

Sword, Spear, and Dagger blunt damage reduced by 50%.

Soul bound items such as the Steel Shortsword and the Torch Head have been removed from the game.


General System Changes

Spell books now have charges. Spell books can be charged with Magical Essence.
Basic spell books can be charged up to one charge.
Lexicon of Death can be charged up to two charges.
Omnibus can be charged up to three charges.
Torches can be equipped in the Shield slot now.
Players can be knocked down by high mass mounts running into them. This can be counteracted with Knockdown Resistance at 100.
War now effect a maximum ally count of 5. This includes the caster.
Attack [Arm] hit box removed from the game.
Handle hits from normal weapon strikes removed from the game.
The last two nodes of the potion tree on mastery increase thirst regen by 5% for each node.
5 Thirst consumed upon a successful cleanse or magic reflect.
Magic Resistance potions cap out at 10% maximum with 1% resistance equal to 1 thirst.
Shields are no longer displayed in game if the person is not in combat mode.
Tower Shields require 50 Strength to equip.
Zoology lores no long provide bonus damage and damage received reduction to player owned pets.
Magic now longer received bonus damage dealt to player owned pets.


Melee Combat System

Charge Flash Feint removed from the game.
Parry, Feint, Attack no longer maintains the full damage effect from the parry.
Parries no longer deal bonus damage.
Camera is locked upon the released of an attack.

All weapons take 1 second to full charge.
All weapons take 1 second to full animate a swing.
A swings can be released at 0.25 seconds of charge time.
All weapons take 1.5 seconds to perform a heavy attack. Heavy Attacks deal 125% damage.

Damage scales exponentially with charge time. 0.25 seconds charge = 10% damage. 1.0 seconds = 100% damage block can only be attempted every 0.5 seconds.
Stamina drain in subtracted at the completion of a charge and at the execution of a swing.

1 kg weapons and below consume 10 stamina on charge and 10 stamina on swing. Stamina consumption is increased by 10 and 10 respectively for each whole kg added to the weapons mass. Weapon mass values are rounded up to the nearest whole kg.




Magic

The [Resist] effect is removed from the game.
Psyche reduces the magic damage received linearly at a slope of 2.0.
Intelligence damage scaling is reduced by 10% every 10 attributes past 110 intelligence.
Summoned Walkers attack targets 25% closer to the target.
When Ahk Bond is cast on a walker, the effect is spread across all walkers. Ahk Bond will not share between pets and walkers. If Ahk Bond is cast on a group of walkers and a pet, damage will be dealt to the pets prior to the pet. If the walkers die, all Ahk Bond damage will be forwarded to the pet regardless if new walkers are created.
Sacrificial Heal no longer consumes mana.
Elemental Golems are added to the game.
Elemental Zoning abilities now last 30 seconds.
Elemental no longer penetrates through objects such as walls


Physical Damage

Strength damage bonus scaling is reduced by 10% every 10 attributes past 110 Strength.
Physical damage bonus past 20% requires double the height for one change in damage.
Physical damage bonus past 30% requires triple the height for one change in damage.


Skills

Earthquake: The damage done by Earthquake is compared against the targets Knockdown Resistance in order to trigger a knock down off of a mount.
Swimming and it's secondaries no longer take primary points. All skills at 100 by default. Total Action point pool reduced by 50.
Sprinting no longer takes primary points. Skill defaulted to 100. Total Action point pool reduced by 50.
Animal Care and Veterinary no longer take primary points and are set to 100 as default.
Controlled Riding: Lowers the stamina usage rate by 50%.
Swift Riding: Lowers the effect that armor has on a pets speed and it's turning rate by 0-100% linearly.
Active Regeneration: Raises the tick rate of health healing by 400%
Meditation: Raises the tick rate of mana gain by 400%
Mounted Archery: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Combat: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Magery: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Charge: Skill set to 100 as default and removed from the game.
Landing Technique set to 100 as default and removed from the game.

The damage dealt by Brawling is modified by the user's melee damage bonus, or the user's dexterity divided by 10.
Which ever is greater will be added to the damage dealt by Brawling.

Unarmed Technique: All weapons can now be parried using the user's fist. The blocked attack will have an additional tag of [Grapple] applied to the blocks. The [Block] and [Parry] tags will still be retained for damage purposed. 100 Unarmed Technique reduces the damage taken from the block linearly, and when Unarmed Technique is 100 the penalty from a difference in strength is removed. Blocked attacks with the [Parry] and [Grapple] tag will also trigger a 1 meter knockback if Unarmed Technique is at 100. This effect can be toggled on or off by the user. Cooldown 300 seconds.

Unarmed Abilites:

Raging Fists: Quickly attack an enemy and target their pressure points. Spend 4 adrenaline to perform 4 quick attacks Up, Down, Left, Right. Each attack that lands removes 10 stamina from the target.

Ki Blast: Automatically counter an enemies attack by draining your mana to perform an explosive blast that launches the attack backwards. Consumes 2 adrenaline and 60 mana. The attacker is pushed back 6 meters. The Knockback Distance can be reduced with Knocback Resistance and the Oghmir's Resolute clade gift.

Dragon Fist: Quickly jab (Down) at an enemy exhausting 3 adrenaline inflicting stasis on them if the attack is successful. Statis halts health, mana, and stamina regeneration for 10 seconds. The duration of stasis cannot be extended or refreshed.



Attributes

Constitution grants 2 points of health per point.
Dexterity grants 2 points of stamina per point
Strength grants 1 point of stamina per two points.
Constitution grants 1 point of stamina per two points.
Combat movement speed at 25 dexterity is 400.
Height no longer adds to a players maximum health.
Minimum height is now 170 cm.
 
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Iloros

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Dec 14, 2023
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If you are trying to suggest a Thursar buff with those changes fine, I wont oppose it, but this would be precisely that, a huge buff, adamant is nothing, even if you removed adamant and gave us those other buffs, it would be a huge buff across all scale. I get 30 seconds upgraded to 45 of battle cry and warcry increasing my damage by 25%, I pop lifesteal during those, and wield a skadite maul that has 145 blunt rating and one shots people in oghmium, while I also get some elemental and miasma resistance by 80%? For 5% ehP? ALL DAY. Those are buffs not nerfs, adamant is overrated. Very often its instead of 30 tlash, i take 27 but then I get hit 33 instead of 30 by a hammer. And sometimes its I get hit by tlash for 33 instead of 30, then I turn it on and then the hammer guy hits me for 33 instead of 30, if adamant was used perfeclty and you cant find me ONE fight where adamant gained 11% ehp, there will always be collateral, but hypothetical perfect adamant at best is 11% ehp, 90% dmg taken over a fight is 11% ehp gain.

Theres so many defensive abilities way better, such as akh bond, way better, just healing yourself more often during a fight, always being full after a reset, pipes are good, tower shield is for sure better, stone skin rivals it , its better at 30 dmg and below and has no negatives at all, what else, pipes, styg, lifesteal in some situations Id say most situations does more.

Lets say over a long fight, takes 5 minutes, you take 600 dmg total, adamant would give you like 7% ehp, a very good use of adamant without many mistakes, but some mistakes naturally, that would equal to 46 ehp gain, so 646 with adamant, very generous, you know what also gives you 46 hp or more, lets compare:

Akh bond - 133 - 3x as good on average in the same scenario, in my opinion
Stone skin - depends on times you got hit, but lets say you got hit 25 times by a melee weapon thats 75
ONE PIPE -52
10 pipes - 520-30% because you get hit while doing them 364
A bandit potion with 20 thirst - 60
A bandage - 40
One greater heal - 45-60
2 lesser heals - 45-65
1 minute of styg passive regen and mastery -45
5 minutes of the above (to match 10 pipes) - 225
3 hits of buffed lifesteal at 50 damage - 45
10 hits of 50 at buffed lifesteal - 150
Beer belly (10 extra units of 6.5 DH) - 65
Being fat instead of stout and having HP rings and masteries - 55

I hope this illustrates how, not weak, but way less powerful adamant is than you guys think. This fight helps adamant scale a lot better, as its ehp modifier thats not flat, over a longer fight it gets better, but so do many other things, if we took a 30 seconds fight, where you have no pot and die after 250ish damage taken, its only 27 ehp gain, if you just didnt get hit 3 times by a bandit before that fight started, youd be better off, than a person with adamant that got hit a few times by a low level mob, thats how minor it is, incomparable to stuff like an armor upgrade, much higher psy, on top of pots and akh bond, I mean the second guy, lets say a human hybrid is a literal terminator compared to a reptile Thursar with adamant, and even if they are in same gear, and human has akh bond and more psy, he has more tankiness, PERIOD.

AND IT IS 10% I HAVE TESTED IT, there was a change where they made masteries, trinkets and adamant also scale differently, and now its just flat 10% reduction later down the calculation, I know akh bond is after it but thats about it, its not a bigger number, and you can test it by literally just turning it on and off and seeing that the damage difference is 20ish % rather than something larger if adamant scales differently.
 

MortalEnjoyer42069

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Weight Classes

A players weight class no longer effects a players maximum health.
All weight classes Fit and above have their mass reduced by 50%.
Weight classes no longer lower constitution.
Attributes can no longer be under-flowed if you have an attribute that is lowered by your weight class. (E.G. A weight class that lowers strength by -10 will need to invest 20 points of strength into the strength attribute prior to adjusting other attributes to maintain the default strength value of 10.)


Enemy NPC

Reduce Outlaw Mage damage by 50%
Add Outlaw Mage variants of elementalist and necromancers.


Bugs

Mounts no longer sink into the ground or jump into the air upon dismounting

Territory Control & Housing

Removed Siege Declarations as a requirement to attack a guilded asset.
Player houses, keep, and houses can be looted once they are destroyed.
Houses full decay after 24 hours of no upkeep payed.
Territory Control assets fully decay after 24 hours when the Chancery has 0 gold or 0 prominance.
Prominance upkeep required for TC asset upkeep is doubled.
Structures can take full damage from blunt damage weapons.
Structure melee damage taken is limited to 4.2% total HP per hour upon the first strike of melee damage.
A guild will no longer be alerted that an asset is taking damage by default.
Supply Store houses prevent damage to the assets in their radius on control from taking damage.
Supply Store houses will ping the guild when taking damage.
Supply Store houses will grant the area in which they were protecting 1 hour of damage immunity after they are destroyed.
Added the Movable Battering Ram.
Battering Rams attack automatically and deal 375,000 damage every 30 minutes for up to 4 hours.
Battering Rams cost 500g each. Multiple Battering Rams can used at once.
Manganons deal four times the damage and four times the durability loss.
The Advanced Manganon has been added to the game. This manganon costs an additional 100g.
The Advanced Manganon requires Advanced Engineering to build. The advanced manganon allows for firing distance to be input by the player and the machine can be set to automatically ready and fire.


Quality of Life Changes

While dead with the inventory empty of spirit boxes and/or flux, the player can teleport to any city in the game world.
Cave Camp and Jungle Camp are now protected by a small outpost of lower tier guards.
Cave Camp and Jungle Camp now have a criminal report radius of 0.25 km.
 
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MortalEnjoyer42069

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Clades Gifts

Alvarin
The Alvarin design philosophy has changed. This clade is all about high stamina burst damage focusing on positioning and stamina mangement.
Runner's High no longer triggers armor penetration.
Runner's High last 30 seconds. Cooldown 60 seconds.
Alvari Warcry no long increases movement speed. The new effect is that magic damage is increased by 15%
Alvarin Warcry last 30 seconds. Cooldown 300 seconds. Does not stack with the same warcry.
Runner's High instantly adds 20% stamina to the user's stamina pool.
Runner's High no longer grants improved movement speed.
Runner's High increases stamina regeneration by a static 20%.
Archer's Shoulder: Additional effect added; Lowers stamina drain of drawing a bow by 10%.
Archer's Arm: Additional effect added; Raises bow stability by 10%.
Aerialist: Effect Replaced with Jump Height increased by 10%.
Combat Leap is replaced with Survivalist: +25 skill point to Daggers and Spears.
Mind Shield: Reduce all hit scan spell damage taken by 10% for 30 seconds.
Runner effect replaced: +10 Stamina +10% Stamina Regeneration at 100 points invested in Armor Training.
Sprinter effect replaced: +10 Stamina +10% Stamina Regeneration at 100 points invested in Heavy Armor Training.


Thursar
Adamant's effect is reduced to 5%
Sword Training: Grants +25 skill in Sword and Polesword
Axe Training: Grants +25 skill in Axe and Poleaxe
Adrenaline: Sets the strength requirement of any weapon wielded to zero. The weapon charge and swing still requires stamina.
Thermoregulation: Reduce incoming elemental damage by 5% increase resistance to heat and cold effects by 10%
Thursar Warcry: Duration set to 30 seconds. Cooldown 300 secoonds. Effect does not stack. Effect targets the group
Thursar Warcry raised to 15%.
Battle Cry: Duration set to 30 seconds. Cooldown 60 seconds. Increase melee damage bonus by 10%.
Staunch: Reduce poison damage by 80%, currently 50%.


Human
Complete Overall. Three tree paths. All human total attribute pool is expanded by 20.

Path of the Mage
Master Node: Shamanistic. Current State.

Triplet 1: Max Psyche +5.
Sub Triplet 1: +10 Skill in all spell schools.
Sub Triplet 2: Increases damage resistance of all spells by +2%.

Triplet 2: Max Intelligence +5.
Sub Triplet 1: + 10 Skill in Mental Training, Mental Offense, Vitalism, and Meditation.
Sub Triplet 2: Spells Power +2%.

Triplet 3: Max Mana +10.
Sub Triplet 1: Mental Power: Fortify your mind against curses and magical ailments. Cleanses all debuffs and prevents debuffs from being applied to the user. Duration 30 seconds. Cooldown 60 seconds.
Sub Triplet 2: Cleric, gain an additional 10% mana regeneration for each Armor Training skill that is at 100. This effect scales linearly. 50 points in Armor Training would increase mana regeneration by 5%. An additional investment by 50 in Heavy Armor Training would increase mana regeneration by an additional 5%.

Path of the Warrior
Master Node: Soldier +10 to Combat Maneuvering, Armor Training, Heavy Armor Training, and Anatomy.

Triplet 1: Max Strength +5.
Sub Triplet 1: Gain +10 skills in all Melee weapons.
Sub Triplet 2: Damage Bonus +2%.

Triplet 2: Max Constitution +5
Sub Triplet 1: +10 Health
Sub Triplet 2: Warrior's Focus. Focus your mana to heal your wounds. Exchange 2 mana for 2 health every second for 30 seconds. Ability can be ended early, or the ability will end naturally if the user's mana reaches zero.

Triplet 3: Max Dexterity +5
Sub Triplet 1: Gain +10 skills in all Archery related skills.
Sub Triplet 2: The player no longer receives the stamina penalty related to max draw strength when on foot our mounted. This ability does not change the max strength requirement.

Principles of Civilization
Master Node: Tactician, damage dealt and received by allies is reduced by 25%. This clade gift can be toggled on and off. 30 Second cooldown.

Triplet 1: Warrior Training: Action Points increased by 50.
Sub Triplet 1: Well Adapted: Environmental effects are reduced by 20%. Elemental magic damage is reduced by 10%.
Sub Triplet 2: Rough Rider +15 to all mounted skills.

Triplet 2: Scholarly Training: Profession Points Increased by 50.
Sub Triplet 1: Master Craftsman: +10 to all crafting skills.
Sub Triplet 2: Master Engineer: +25 Skill all Engineering skills.

Triplet 3: Charismatic: Buying and selling from vendors is 10% better.
Sub Triplet 1: Diplomat: Gain standing at double the rate and lose standing at half the rate.
Sub Triplet 2: Human Warcry: Inspire your allies to recieve 30% less magic damage for 30 seconds. Cooldown 300 seconds.



Oghmir
Hammer Traning converted to Heavy Weapon Training: +25 skill in Hammers and Lances
Axe Training: +25 skill the Axes and Poleaxes.
Rock Solid: Increase Duration to 30 seconds. Cooldown 60 seconds. Oghmir can walk under rock solid.
Oghmir Warcry: Reduce physical damage received by the group by 15%. Buff lasts 30 seconds and does not stack. Cooldown 300 seconds.
Beer Belly: Additional Potion units buff removed. Thirst regeneration increased by 50%.
Engineer: +25 skill points to all engineering skills.
Night Vision replaced with Resolute: Knockback distance reduced by 50%.
 
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Iloros

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Dec 14, 2023
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Some changes suggested are nice, but the whole clade gift rebalance lacks game sense. Buffing warcries would make groups unstoppable, and they would be permanently on.
 

MortalEnjoyer42069

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Some changes suggested are nice, but the whole clade gift rebalance lacks game sense. Buffing warcries would make groups unstoppable, and they would be permanently on.
Nah. My system increases HP and defenses. I could add an effective limit too. Change elf one to damage.
 

Iloros

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Dec 14, 2023
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Nah. My system increases HP and defenses. I could add an effective limit too. Change elf one to damage.
I know it increases defense but groups would have all the buffs permanently while a solo or small scale group wouldnt have all the buffs. Those last way too long and are way too strong snd have no gameplay other than Oghmir 1 pop it Oghmir 2 pop it. Its bad design.
 

Iloros

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Dec 14, 2023
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Nah. My system increases HP and defenses. I could add an effective limit too. Change elf one to damage.
Heres a way better ttk increase change. Give a 20 to 50 percent increase to every HP scaling stat. Doesnt mess with the balancd of sustain or pve as reducing damage or increasing heals would. Just makes sure people take a bit more to kill because I agree people die a bit too fast especially on the ptr. Also read my post above. You giga buffed Thursars and all weapons reduced to 0 means you can use skadite mauls and skadite mauls do absolutely one shot anyone. Its 145 blunt rating.
 

MortalEnjoyer42069

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Heres a way better ttk increase change. Give a 20 to 50 percent increase to every HP scaling stat. Doesnt mess with the balancd of sustain or pve as reducing damage or increasing heals would. Just makes sure people take a bit more to kill because I agree people die a bit too fast especially on the ptr. Also read my post above. You giga buffed Thursars and all weapons reduced to 0 means you can use skadite mauls and skadite mauls do absolutely one shot anyone. Its 145 blunt rating.
You won't have the stamina for that. I've already done the math, even with my 20% mass reduction.

You must have missed my damage bonus and intelligence diminishing returns part. Thursar will lose damage.
 
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MortalEnjoyer42069

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May 4, 2024
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I know it increases defense but groups would have all the buffs permanently while a solo or small scale group wouldnt have all the buffs. Those last way too long and are way too strong snd have no gameplay other than Oghmir 1 pop it Oghmir 2 pop it. Its bad design.
It's 30 seconds every 5 minutes at a target limit of 5 including self. It's fine. Way better than zero war cry use right now. Might as well remove the shit in the current version
 

360TripleFeint

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Sep 2, 2024
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Horrible ideas concerning the melee combat. Melee would not be viable outside of PVE anymore. This Post screams skill issue in a way that makes me uncomfortable. No handle hits. Then why would anyone Play anything Else than spear and maul? Range and positioning doesnt matter for damage anymore anyways if that shit would be implemented. No charge Flash feint. Just say you can’t read for Shit man. Im Sorry, but this is just stupid. No one will get Hit by anything anymore. Parry + attack no full damage. Did You Hit someone and they fucked you up After Parrying your bob Swings? Ye, this Happens to every new player btw. . Camera is locked at attack. Again, you want to Eliminate spinning even tho its literally the thing that makes melee so interesting in this game and the thing that actually creates a skill gap. 1 second Animation. Melee will die. Everything Else will be better by far. Fights would Never end. Only day 1 giganoobs will die to melee. If this is Not a ragebait, im Sorry. This is the Most L Take ive ever witnessed on this Forum and I saw some shit on here man. People Like You dont belong in a Game Like this.
 
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360TripleFeint

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Sep 2, 2024
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Parry grants you attack + bonus damage. You don't even know what a reposte does. I don't care about your opinion. Move along.
This is what I meant mb. Im Not a native english speaker and had to Write a huge text. But my Point Stands as it is Even if I used the wrong words, I meant the Same thing. Evaluate on the Rest.