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  1. Kelzyr

    Two handed swords

    Have any of you tested the reach of the 2h swords compared to pole weapons....seems a little off, but I could be wrong.
  2. Kelzyr

    Make skilling take longer

    I think it will be extremely difficult to stop people from macroing skills, and I don't think its very necessary to stop them (sure maybe make it less effective but I don't think without a complete overhaul of how skills work it'll stop macroing) I can already see a way around this....a more...
  3. Kelzyr

    The best Race for different Builds.

    This is my thought process as well...that being said even without the curve changing there may be some utility out of being able to hit a max of 100 int vs 90int for the 'int based' active/crafting skills...I admit it wouldn't be a huge difference but it kinda is up to the player to decide if...
  4. Kelzyr

    Murder count/flagging system

    Couldnt agree more
  5. Kelzyr

    Murder count/flagging system

    They've been evolving the system since they started the game...though a slow evolution. MO2 has a chance to have a better system; I think they had the right idea of using reputation, but if you've read the rest of the posts I think having the old system underneath the reputation is a bad...
  6. Kelzyr

    Murder count/flagging system

    Yeah as of right now they have all these different reputations that really don't make sense for Myrland. I would think they would do something like 4-5 different regions of the map, maybe grouping 1-3 cities in that region. So for example the following could be regions: Tindrem/Fab/Kranesh...
  7. Kelzyr

    Murder count/flagging system

    Fair enough, but it still leads to a system where your average player would play the exact same way as before to avoid that situation.
  8. Kelzyr

    The best Race for different Builds.

    Have you considered Sheevra-Sheevra? You gain ~15MP at the loss of 3 movement speed, 1HP, 3Stam. Able to hit 100 int (frees up more skill points from int based skill trees)
  9. Kelzyr

    Make skilling take longer

    TBH I doubt the system will change, and I don't necessarily think it has to. In the beginning of the game I think most people will be out farming resources, while that is happening they'll be reading a book, then when they go to bed they'll turn on their run/spurt/block macro to continue their...
  10. Kelzyr

    Magic is stupid in mortal online 2

    @Not has stated a few times that for everything BUT PvP mages are worthless, I think there is SOME truth to this statement. As it is farming mobs is much more costly to a mage than it is to a fighter as a steel sword can hit (I'll use risars for now) upwards of 100 dmg. A mage can only hit for...
  11. Kelzyr

    Murder count/flagging system

    If there is a mechanic, people will find a way to abuse it, I'm not delusional in thinking the localized rep system wouldn't have some way to abuse it. My main point is that adding the reputation system on top of the old system doesn't really do anything but make a bizzare system of being red...
  12. Kelzyr

    Murder count/flagging system

    I want to correct what I said too actually..... All you need is the reputation system. Get rid of the murder count system entirely. If you have good rep in an area you can walk freely in the towns, if you have bad rep in the area you are treated as a 'red' character in that area. If you want...
  13. Kelzyr

    Murder count/flagging system

    I agree @Kaemik, if this is how they thought to make the system better I'm sorely disappointed. IMO I think a system of localized murder counts makes a lot more sense. Basically meaning you can have a town/region (however they'd define it) that you wouldn't murder in but you can pvp freely...
  14. Kelzyr

    Murder count/flagging system

    So you can go into a city if you're red, but if people know you are red they can kill you in town and the guards won't help? Is there still going to be statloss for red characters?
  15. Kelzyr

    Murder count/flagging system

    I recently started getting back into testing/playing since magic was released and noticed the old murder count system exists in the game. I remember last year the system was supposed to be a lot more intricate and more regional. Is this something that will be added before the persistent release...
  16. Kelzyr

    Going under 100 stam!

    What if they replaced the film grain effect with more of a tunnel vision effect. It doesn't have to be an overkill tunnel vision (maybe if you hit 0 stam) but something like when you have a helmet on in MO1 with the small dimming of the outside of the screen.
  17. Kelzyr

    Don't start with Ecumenical.

    I completely disagree, ecumenical spells has the perfect balance of support and damage spells as a starter set of spells. Not only that, but through the lore ecumenical spells are the most basic spells that almost everyone is able to perform therefore it makes the most sense as the first set...
  18. Kelzyr

    Suggestion To Increase Mage skill ceiling

    I like the idea, but I don't think you need to have different tiers of the same spell. If you look at ecumenical on its own (as Eldrath mentioned) there is already greater and lesser heal. They do exactly the same thing (granted different cast times) heal x amount for y mana cost. Thunderlash...
  19. Kelzyr

    Combat Alpha Patch Notes 0.0.0.60 | Testing by Piwi2point0 (IGN: Piwi TwoPointZero) | Status: Work In-Progress

    Good point, either way I'd rather just use discord, I'll probably just be toggling it off
  20. Kelzyr

    Combat Alpha Patch Notes 0.0.0.60 | Testing by Piwi2point0 (IGN: Piwi TwoPointZero) | Status: Work In-Progress

    I think muting will be crucial. I'm sure you can opt out of VOIP, but it would be nice to mute specific players if they're especially obnoxious but still want to use VOIP.