Search results

  1. Xronim

    Fix Thursars

    i would say thursars are in a better spot than humans in general right now, but they do need some changes to make them more desirable for situations than oghmir. alvarin and oghmir are just so strong over the other 2 clades that theres not much reason to take either one.
  2. Xronim

    Fix Thursars

    honestly should experiment with removing their negative parts of their clades (the reduced healing) and see if it helps them, that feels like the biggest problem with them at the moment. thur kall bows aint bad but their gifts just dont compare to how hilariously stupid oghmir gifts are right...
  3. Xronim

    Fix Humans

    30 full kall is 115 with the +2 boost to str and stout yes, although kallards and khurites do have really good con (112 and 116 for age 26) their other stats are really average or below average (tindremene 96 con vs alvarin 100 con) which doesnt make up for tindy having 490 point total since...
  4. Xronim

    Worried about Tower Shields that they could ruin the catchup mechanics (how should we catch an Alvarin with a towershield on his back) ?

    theyre likely going to be garbage and an ogh longbow/asym will still likely pierce through it for 10s.
  5. Xronim

    Fix Humans

    If humans got reworked caps that would bring them up a bit since all 5 of them have really wonky numbers all over the place, and wont break them at all. Their clade gifts also do need to be changed because they have the least impactful ones out of all 4 clades, why do they need both hot temp and...
  6. Xronim

    Fix Humans

    one of my mo1 guildies played a full khurite fighter to get a bit of an edge stickybacking thursars and it worked out well, but yeah kallards and sids had the sprint speed of a freshspawn lmao
  7. Xronim

    Fix Humans

    henrik thought the 92 con tinds were fine in mo1 when they died in 2 hits through armor lol
  8. Xronim

    Build for solo, pls help

    full sheevra age 23 or 31 can play literally any role well enough including lancing (tested it, tungsteel tip + flake body is light enough and still hits the same as other races using the same lance), 90 int, full physical stats capped when trying hybrid/paladin wont cripple your numbers on...
  9. Xronim

    Hammers

    weapons need a general rebalance, by animations alone (assuming all spongewood weapons), 2h swords are noticably faster than every other animation set with the 2h axe/hammer being the slowest by far, making it harder to hit people with them on top of the really bad hitboxes for clean hits. in...
  10. Xronim

    Fix Humans

    honestly sardu is a safer pick than tindy because of the con gap, they get a bit more stam and hp which lets them survive better, i played a 2x sardu 1x tind 1x sido paladin before which had 104 con, 100 int, 104 str fully built which was neat. also I do have the max stam of the purebloods at...
  11. Xronim

    Nerf Veela

    most ogh ive noticed are in the big guilds and theres more alvarin in smaller guilds and guildless players.
  12. Xronim

    Nerf Veela

    both clade gifts and the stat caps of each race are easily the biggest problems with the racial balance right now, I used to be a thurkhur in old mo1 because everyone said it was meta until thinking about the speed of a veela. afterwards the local fab campers outside were unable to run when most...
  13. Xronim

    Do you want the game to wipe?

    dont forget the duped resources as well
  14. Xronim

    Fix Humans

    The entire attribute and clade system needs a complete overhaul for humans to ever be a viable pick in the game. Humans keeping their mortal 1 stat caps just keeps them worse than alvarin (tindremic/sarducaan) and oghmir/thursar (kallard, khurite), while also having some of the least impactful...
  15. Xronim

    this game needs balance ?

    2 alvarin vs any non alvarin would be an instant loss if both players coordinate every time.
  16. Xronim

    Nerf Veela

    honestly the only clade that isnt brokenly stronk is human. ive played human mostly in beta and sheevra melee now (i know i know) and i can definitely say sheevra melee is so much better than the magic based humans (tindrem/sarducaan) just from the speed and clade gifts alone. alvarin are...
  17. Xronim

    Former veteran of Mortal Online

    Sidoians manage to be even more useless outside of a fatmage build (still worse then huergar or sheevra) compared to a khurite, lol.
  18. Xronim

    Former veteran of Mortal Online

    idk how late mo1 combat was like but early mo1 was a decent pace (not too slow or fast) and felt like mindgames actually worked. now its pretty much a numbers game with pets/ranged attacks decimating everything. I would pay to actually play old mo1 again.
  19. Xronim

    Have they removed guards from inside Graveyard yet ??

    Meduli graveyard should be further from town, its way too close anyways and only 1 city having guards in its graveyard is not a good move imo, even if I was in a guild that lives there, still would love to fight around there without worrying about lictors.
  20. Xronim

    Buff Pysche

    thats the problem with bulging sheevras, they are still faster than non alv but still hit harder than standard dex mages, while having basically 200 hp. it needs to go.