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    Why Democratic Design is Killing MO2

    No, it isn't a terrible take. You're thinking with the brain of competition, not an RPG. This isn't an e-sport; it is a simulation. Does that mean races shouldn't be balanced? No. It means there should be enough variance between them so that their existence is warranted; otherwise what is the...
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    Why Democratic Design is Killing MO2

    Speed is only "king" WITH combat/mobile healing. Take away spam healing; what happens? Alvarin fights a melee slower race. Alvarin is fighting at an objective strength and constitution disadvantage in that fight. Alvarins trade off potential in the fight, for the chance to escape the fight...
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    An In-depth Mathematical Look at Why Healing is so Broken

    (Rough % damage increase per 1 int, for anyone interested) INT Range % per INT +10 INT Feel 60–100 0.8–1.2% 8–12% Very strong ~100 0.7–0.9% 7–9% Baseline 100–140+ 0.4–0.7% 4–7% Diminishing
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    An In-depth Mathematical Look at Why Healing is so Broken

    Healing in MO2 is, by a huge margin, the most unfair and broken thing in the game; and it branches into literally every major complaint people have about the game: Mounted Archer? Alvarin mobility? Dex Mages? Oghmir's being underpowered? Alvarin majority? I could go on... All of these major...
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    Why Democratic Design is Killing MO2

    You're trying to argue that it becomes zerg friendly, but it is actually the opposite. Running away is a way to counter a zerg. Alvarins are clearly designed to be for the solo escapist style players. Yes, their advantage SHOULD be to avoid engagement; but i noticed you're just ignoring...
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    Why Democratic Design is Killing MO2

    Okay, this is off-topic, but i just need to once and for all explain to you why alvarins have to be mobile; and why healing is the root issue. Take away mobile healing from Alvarins, what happens? They run away from the fight, and they keep running until they escape entirely. The fight is...
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    Goodbtw...

    Try using the nvidia screen filter thing and turning contrast all the way up. It should define the edges of everything much more, allowing you to play... Assuming you haven't already tried this.
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    let necro pets in town

    Err, yes it should, otherwise you end up with a game that is focused on competition, as opposed to a simulation, which is what the game actually is. It is a game where you play a role in a simulated world. If they forget that, then every time we see walking corpses in town, we'll be taken out...
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    +20 Health has made the game substantially worse

    You have to explain why it is bad; i'm not just going to take the opinion of someone dumber than me without a valid explanation. Articulate properly so i can prove you wrong; otherwise i've won by default. The idea that bandages shouldn't be stationary is completely idiotic for multiple...
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    let necro pets in town

    MO2 is a roleplaying game; therefore, the lore matters, and it also ties into a gameplay weakness of necromancy. Literally walking around in town with living corpses would make no sense; and just harms the world cohesion. They already spoiled necromancy by changing how summoning and...
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    +20 Health has made the game substantially worse

    'This is the worst take' Proceeds to agree healing is broken. What an idiot. Have more self awareness before you post.
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    The MASSIVE Stealth-nerf of Spiritism

    Fixed issue where spawning from an ether portal and dying to guards instantly would cause you to not lose spirit boxes. This change conceals what is a substantial spiritism nerf, which was not mentioned clearly in the patch notes (even after i told them on the PTR via feedback). When dying to...
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    Why Democratic Design is Killing MO2

    Humans gravitate to what is easy over what is difficult when stakes are at play; in MO2, this is ego and loot. It is in our nature. In turn, this means people will use builds that are easier than those that are harder. This means that MORE people use what is easy or powerful, than use what is...
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    Spheres.

    Okay, first and foremost... You need to edit this post better; this was not good to read. Mages SHOULD die when someone gets close. If they don't die when a melee gets close, a mistake in design has been made. Your complaints about mages being unable to kill because of healing, is a problem...
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    Alvarins are such outliers and their playrate is absurd.

    If they want to fix race diversity, they have to overhaul healing. Mobility will always be the superior option in a game where you can instantly heal; and whereby you can only kill someone who instantly heals via mobility. It is ALL because of healing. Healing must become a stationary task...
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    MO2's Necromancer 'Class Fantasy' is a MESS

    Take a moment to imagine the stereotypical necromancer... What do you see? For me, i see: Someone in tattered black cloth robes, Kind of skeletal and old in appearance, symbolizing a kind of.. Closeness to death... Hidden away in a cave away from a society who find the practice abhorrent. In...
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    Crouch Stance

    1000 times yes.. BUT... It needs a couple of other touches: A) It needs to make your footsteps quiet, or significantly quieter (make it a skill when/IF thievery comes out). B) Your name should NOT pop up if someone aims over you during crouch stance. C) You should have a damage multiplier when...
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    Why Making Dungeons Wilderness is a TERRIBLE Idea

    They are very dangerous; what they should not be is predictable. Do you not understand that there is danger in the unpredictability? It is actually safer by making it wilderness, because now it requires only one dimension of thinking. It should always be balanced, the most interesting part of...
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    Why Making Dungeons Wilderness is a TERRIBLE Idea

    A) Because it makes no sense in relation to the world cohesion (why would a dungeon in the tindrem province suddenly be wilderness?) B) Because, again, it diminishes the dimension of encounters. Too strict? No PVP. Too Unrestricted? Always PVP. In the middle? Dynamism, interest, tension
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    Arenas: They should have Betting and Wagers

    If you can actually create an arena where people cannot attack people when partaking in the arena... You should consider putting in a betting system and/or wager system. Now, the betting system is self explanatory.. You bet on who will win/lose.. Whatever, and you watch the fight. The wager...