It was never in the original game if you played it.
I reported it as a bug almost a year ago and at that moment I was told “stfu it’s fine” basically.
now people are obviously more upset.
it wasn’t traditionally in the game. Which for me is a valid reason
I pretty much don’t like the...
yeah I think the time investment should be similar to crafting a sword or suit of armor. Anything that increases the interaction a beast master has to do with their pet would be good. A small attack window for pets, maybe resetting attack commands often.
Ideally a BM could own if you land all...
Pets already had the time investment of having to go and get them and then transport it back.
Obviously time investment like you're saying is part of the balance
but no one cares about the time investment as you've seen here for a couple of reasons
1) Death Knights had a ridiculously high...
As far as I can tell you can only dismount by hitting the player.
Dismounts are only in the game in a sense that, that is technically true. There are effectively no dismounts and anyone that says there are in any practical or balance sense is lying through their teeth
The game originally in mortal 1 and early mortal 2 alpha especially, really rewarded offense.
it’s been changed to meet the demands of defensive players. They’ve essentially asked to immobilize all opponents and this is where we are at today.
I’m actually scared to try it.
particularly concerned about low stam builds.
whoever is feeding them ideas that we want more penalties and delays for everything is trolling fo real fo real
I’d actually be down to just remove the heavy armor penalty entirely. It was added in MO1 due to tc...
I don’t enjoy it mate. And I think if you need 15 patches slowing the other guy down to enjoy it then that’s a hollow victory.
no need for ambiguity I’m referring to exactly
turn cap
Delay on charging a new swing after being parried
Movement speed
Removal of flurrying entirely from the game...
I never really mained or played footfighter beyond the basic requirement that everyone have a minimum level of competence with it and bring it to sieges.
there’s only one good mechanic on foot, the parry reset on hit. I’d take the stickies from mo 1 that actually looked cool and were hard to do...
Fulm really shouldn’t be doing much.
half the reason right now is it’s hard to tell you’re fulmed.
people will be rocking purify pots and it’s easy af to self purify it with 20 ecu. You can even do it on a thursar
asking for a foot mage nerf is pretty outlandish.
I can see as bit of an argument for alpha strike.
pets need to just do reduced dmg in pvp.
mounted needs better physics, be down geared on hit and basically just work like they did in life is feudal
A clade gift needs to be an option not mandatory to be on par.
they are weaker at falls and get a clade to compensate that isn’t fair. Scale it to hp pool
Unless you think oghmir should be able to wear less armor but then take clades to get more.
So why should it not scale with hp pools exactly?
Why should a naked lean veela with no clade die from a fall that an oghmir in armor would survive
do you get more hit points if you’re fatter irl? Obese oghmirs are the best jumpers I think not