Fixed In 5 Steps Or Less: Clade & Mastery

Mortalitas Immortalis

Active member
May 29, 2020
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The Peoples Republic of Talusia

The Subject: Clade & Mastery


This series of feedback posts are collectively meant to be easily digestible, 5 steps or less processes to fix the respective system of Mortal Online 2 being critiqued.

t;dr No complex powerpoint or video needed, ez <= 5 step plans to fix MO 2.

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The Steps


  1. Set Clade level to 20 upon completion of the Haven tutorial or upon leaving Haven, and recursively to 20 for all existing characters on Myrland below that level.
  2. Remove the Spell Interrupt Chance Masteries and bake them into the Concentration skill instead. No other combat type has base functionality locked behind Mastery.
  3. Reduce the amount of experience required for Mastery levels 1 to 110.
  4. Allow leveling of Mastery beyond 110 for titles, but do not give additional Mastery points beyond 110.
  5. Enable a full reset of the Mastery tree for a fixed sum of 500g, and remember which nodes have already consumed an Elixir of Mastery to prevent requiring another.
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The Index

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Dargelar

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Nov 1, 2021
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"Set Clade level to 20 upon completing the Haven tutorial or upon leaving Haven, and recursively to 20 for all existing characters on Myrland below that level." is useless; mob levels in this game represent world randomization, not actual difficulty.

Significant problems with Clade are:
1. The use of shared points for PVE and PVP Clade. It's absurd to assume that PVE Clades will be used when creating a PVP character.
PVE Clades should either receive their own independent unlock points, for example, every 5th level, or simply unlock passively upon reaching the required level. Overall, there aren't significant benefits to creating a separate character solely for PVE.
PVE Clades shouldn't hinder PVP Clade leveling.
2. The uneven ratio of PVE to PVP Clade for each race: 30% for one race and 10% for another. 3. The disproportionate value of some Clades and the low or situational effectiveness of others.
Examples:

Soldier (Human) – the basic, walk-on Clade provides a total discount of 35 active points, useful for a warrior, but of little use for a mage.

Beer Belly (Ogmir) – Clade provides a resource equal to 100 active points without blocking the Potion Utilization skill
Armor Bearer/Armiger (Ogmir) – Clade provides a resource equal to 25 active points without blocking the Armor Training skill
Scholastic (Human) – a completely useless mandatory Clade

4. The value of all Clades that provide bonuses to skill parameters and active points would be meaningful if they further expanded the limits and allowed for greater skill bonuses beyond 100 points. What would the bonuses look like at max level:
Soldier (Human) – +2.5% stamina recovery while running, +4 HP when healing with a bandage.
Roughrider (Human) – reduced chance of being thrown from a horse, +damage to magic, bows, and mounted weapons.
Bow Training (Alvirin) – bow damage bonus
Hammer/Axe Training (Ogmir) – hammer/axe damage bonus
Sword/Axe Training (Tursar) – sword/axe damage bonus
The same applies to bonuses received from primary stats, so that they work not as a discount, but as an increase to the maximum available value.
 

Iloros

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Dec 14, 2023
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you miss a big big, probably the biggest deal with mastery

It has no variety at all actually, if you are a any character you take like 50-60 same points which are attribute points, hp, and some base defenses, then if you a mage you take magic dmg if you a footie you take footie dmg thats all like 70 points you gotta get off the go coz theres no variety, last 40 are also pretty much the same and insignificant even if you do tkae something else

What they could do to make mastery system actually fun and customizable is just obviously balance it first off so nerf and buff some of the things you can pick up. but also expand every single option to be 3-4x as much with maybe diminishing returns but not hard, so for example

Lets say rn you can get 10 hp for 10 points and everyone gets that on every build pretty much, well I see no issue with expanding this to something like % hp nodes after 10 normal nodes that dont give as much maybe 0.325% hp, and then you can take 20 of those after taking 10 of flat hp and at the end maybe you get bonus 2% hp or 1 thirst node for example but yo ucan only choose 1 ( no need for this last part but i think this is cool too)


so what you do by adding those extra nodes is make people able to actually make unique builds and make mastery feel like a choice not a linear progression that also asks you to manually input coz lets be real everyones taking the same shit lmao
So end of the day man, with every system in this game it lacks balance everyones doing the same shit picking the same race getting the same weapons doing the same routes coz game has 0 balnacing, other games do balance patch every 2 week and change like 10 systems each, this game does a balance patch after a 2 year long outcry and change armor pierce from 15>12 which is a placebo, same with thursars (not arguing if they should or shouldnt be nerfed, i think they shouldnt have and can prove that but hey) after a year or two of ppl crying about htem they nerfed them good but ruined them and never looked back to rebuff them to maybe 7% defense or 5%, theres like 4 month interval between singular balnace change

The only system they did balance a lot was magic but the attempts are so pathetic and misinformed it feels like they are doing the most random shit ever, example is death hand nerf into buff in the same patch which was the most bizzare thing ever that just proves they dont even understand the numbers or have a direction, context is they added a death hand nerf on ptr, and then buffed it to be stronger than it was before/siimlar in the same patch just faster cast lower mana cost less dmg, but overall basically did nothing.
Or the 10 hp flat buff for everyone into 3 giant defense system nerfs (akh bond, adamant, brace, bow bug) and 1 buff of dmg system (trinkets being more common and way better rolls on rubers)