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  1. Dargelar

    EoR and the Population Problem: A Proposal for F2P and Non-PvP Content

    1. Free‑to‑play Haven and main game Free race — Humans :) — and one character; all other races/characters are paid. 2. Monetization that doesn’t touch balance IMO, the best monetization format is a paid subscription like in Pax Dei: it only unlocks housing access. Free housing options: either...
  2. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    Probably the only reason anyone talks about MO2 at all—despite how completely unhinged it’s been since its very inception—is the total lack of any alternative: a first-person, sword-and-sorcery MMO. The moment a better alternative—even a partially better one—comes along, this place will fall...
  3. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    The problem is this: the Alvarin’s high mobility is universal and fits any role or class, and their physical weakness is easily compensated with magic. We can’t nerf them to the point where they become unplayable. They don’t need any bonus from medium armor (that’s unfair, especially...
  4. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    I’m sorry—some of the meaning might have gotten lost in the English translation, but the point of “But these tiny point bonuses against super speed, super defense, and super damage?” was that we have races like Alvarin (super speed), Ogmire (super defense), and Tursar (super damage), while...
  5. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    “Picking a Human means choosing the ‘jack‑of‑all‑trades’ race that excels at flexibility, hybrid builds, and group utility rather than specialized min‑maxing.” But we don’t actually get that “jack‑of‑all‑trades” feel. Maybe I’d agree if the Human advantage wasn’t just a measly 50 active points...
  6. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    Personally, I actually relax by spending time in this kind of meditative “theorycrafting.” “Humans: mounted. A lot of people are as triggered by mounted as they are by Alv.” — Probably the same goes for all other races on mounts. The problem is the same as with Alvarins: the rider has total...
  7. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    My proposed changes for testing an optimal gameplay balance. Alvarin - The Alvarin should give up two amplification bonuses and keep only the positioning bonus (10 % running speed) while losing the movement bonus. They should also get an armor weight penalty: +1.5 kg × 2. - The detailed “wall...
  8. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    Since you’re such an experienced player, tell me—what, in your opinion, does racial balancing actually mean? Where exactly are humans a “balanced” race? They have slightly more stat points than the other races, but their average stats don’t give them any real advantage in anything. Spell it out...
  9. Dargelar

    All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

    Well, we can see the new patch, and it’s obvious that not much thought went into it. 1. Pets The pet system is still overly complicated and doesn’t fit well into MO2’s game balance. It’s absurd to think that unleashing an elite mob on a player — a mob that ignores all obstacles and rules — can...
  10. Dargelar

    Another magic + archery nerf combo alongside a buff to non Alvarin footfighters mostly. They will make magic do 5 damage per hit before nerf Alvarins.

    "A top-tier player who can genuinely parry 99% of incoming melee damage is simply impossible to balance. A standard overhead strike followed by two 'breaking' blows results in death in under 10 seconds. Against a top-tier duelist, it’s 5–10 minutes of back-and-forth where only one in every...
  11. Dargelar

    Reaction to 10/14 PTR Patch (Last Post for Awhile AIYE)

    I looked at the proposal, and honestly, I’m not thrilled. It’s not very clear what they’re trying to achieve or what they want to fix with these changes. Changed human clade gift ‘Southerner’ into ‘Persistence Hunter’ which provides a 10% fire damage resistance, and 10% reduced stamina spent...
  12. Dargelar

    Economy / Task System

    Well, I liked the idea with quests, so personally I'm in favor of developing them further — and it wouldn't require much effort. The current quests fall into two categories: short shuttle runs back and forth, or a long run there and back. It's boring and bad. How they could be improved: Allow...
  13. Dargelar

    MO2 P2W (Final 100k Suggestion!)

    Explain what goals your proposals are aiming to achieve? And what problem do they solve, exactly? The mastery tree is a late stage of character development and customization, deliberately stretched out over time to keep players in the game longer. It's essentially a "carrot on a stick" that...
  14. Dargelar

    Sarducaa Assessment / Moving Forward:

    “Then eventually buff all the weak weapon heads, masteries, clade gifts, spells, etc. — just regular balance, man.” Yes, all the extra skills from clade gifts that give +30 stamina/health/mana, etc., should be removed and moved to the mastery tree. Keep only unique passive abilities, active...
  15. Dargelar

    Sarducaa Assessment / Moving Forward:

    I can’t speak for Arma 3, but in Foxhole there’s no instant respawn. The mechanics work exactly the same as in MO2. After you die, you get about 10 seconds to think, and then everything depends on the balance of forces in the battle. Sometimes you have to wait 20 to 40 seconds. Respawning works...
  16. Dargelar

    Mortal needs real escape skills

    Regarding complaints about Alvarins — “water wears away the stone.” As for bows and daggers, I’d add spears to this list. I think the rules for piercing damage should be completely rewritten and made to work based on “weak spots.” Also, a reversion should be implemented, forcing the character to...
  17. Dargelar

    Sarducaa Assessment / Moving Forward:

    In my opinion, one of the best games in terms of large‑scale group content is Foxhole. Right now, the game is going through a very rough patch due to a poorly received content update, but the developers spent the whole summer trying to fix the problem, and now they’ve taken extra time into...
  18. Dargelar

    Sarducaa Assessment / Moving Forward:

    As an old player, I’ve noticed that the general trend in game requirements has changed. If earlier a guild of 100–200 people was the pinnacle of development, now it’s quite hard to even keep 40 people together. Players’ demands have shifted toward solo and squad modes — that’s true. In a game...
  19. Dargelar

    Sarducaa Assessment / Moving Forward:

    My experience with Mortal Online 2 in the beta version started with playing in a large clan of 40+ people — maybe that left its mark and charmed me. I get the appeal of small‑scale group play with 5–6 people, but I just don’t understand solo gaming in MO2 at all — like, not even a little bit...
  20. Dargelar

    Mortal needs real escape skills

    I think you dont know the current ones either man. They wary from 1-4 adren cost. Just look at mortal online news ptr maybe idk. Yeah, you’re right — the abilities have different prices, mostly 2 or 3 points. There’s one skill on the poleaxe that costs 4 points — I guess it’s supposed to chop a...