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  1. Kelzyr

    Bandages - Community Discussion

    I think there can be some middle ground on this: Bandages: channeled increment heal (ex: 8 hp every 0.5s, 3s channel time) channeling stopped if damage is taken, 10s CD (or something) Pots: chug that jug and get some HoT, amount healed changes based off quality of pot, 10-15s cd (or something)...
  2. Kelzyr

    New way to progress skills in MO2

    I would argue this system would give a more structured approach to 'learning by doing'. If you read my example the 'quests' or tasks given from the courier would involve you running around, which is what you'd do to level up athletics. The same would apply to things like leveling your crafting...
  3. Kelzyr

    Suggestion - Change swing release slow down to be less restrictive

    You do realize that the fact that you don't feel very affected by the turn cap shows how useless of a change it is...if you can get around a 'fix' by changing an option on your computer it is not a good fix. It's the exact same idea as making the game really dark at night time but everyone...
  4. Kelzyr

    New way to progress skills in MO2

    DISCLAMER: I was going to post this as a comment on this thread (https://mortalonline2.com/forums/threads/suggestions-for-skill-progression-in-mo2.495/) but I felt for as long as my post became it might be better as its own thread. I think the way skills are in the game now (0-100) will always...
  5. Kelzyr

    Bandages - Community Discussion

    If I could like this 1000 times I would
  6. Kelzyr

    Bandages - Community Discussion

    All of those roles you're talking about were back in the camp ways off from the real battle field. I don't really have tons on complaints about allowing others to apply bandages to you as long as all parties are standing still, but I don't think you need to overcomplicate the bandaging...
  7. Kelzyr

    Suggestion - Change swing release slow down to be less restrictive

    Ok I see what you're saying now, I didn't notice any of the tun/whip cap currently in the alpha, but I definitely see your point. It would make mage kiting nearly impossible because you are constantly running, turning 180 for a quick spell, then back 180 to keep running. Personally I don't...
  8. Kelzyr

    Suggestion - Change swing release slow down to be less restrictive

    I don't think magic would be affected, unless they add the deceleration to you when you're in combat mode in general. As far as I'm aware the only time your mouse speed changes is when you swing...I usually didn't swing my fists as a mage. Maybe if they have you decelerate when you cast a...
  9. Kelzyr

    Bandages - Community Discussion

    IF you were to make the bandage a channel ability I think you would need to have the heal tick while channeling. To make that concept clear that means if it takes 3 seconds to channel 50 hp you would have it heal you for 8(ish) hp in 0.5s or 16(ish) hp in 1s intervals during the channel...
  10. Kelzyr

    Suggestion - Change swing release slow down to be less restrictive

    Just my two cents on the matter. My main issue with the whole thing is I am basically forced to play with higher dpi/mouse sensitivity to mitigate the effects of this. Moreover that previous fact proves how pointless adding it in is because you CAN mitigate it by simply changing an option and...