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  1. Xronim

    Balance appreciation thread

    Game already looking like pokemon online or swg creature handler simulator again, its funny that they want unblockable pets in a "skill based game" where it takes no actual effort to put an unlimited stam ai on a player. All the game needs now is original mo1 alvarin speed and death knights to...
  2. Xronim

    Need Crusher and Furnace in the South

    imo either vadda or moh ki should get a furnace, and all 3 or 2 of the camp towns should get a crusher.
  3. Xronim

    The speed gap.

    Every race is gonna get nerfed if everyone decides to reroll into different clades until every race just sucks across the board or are skins at this point. The mo1 style stat cap system is just bad and is impossible to balance without having anything stick out as being overpowered or...
  4. Xronim

    Human Builds Psyfighter and more 4k Good for Beginners

    80 mana lets you pull off alot of heals still since greater heal is 15 mana per cast and lesser heal is 4 mana per cast.
  5. Xronim

    Human Builds Psyfighter and more 4k Good for Beginners

    Tindremene/Kallard is very decent with much more hp at the cost of removing some mana off of a hybrid/paladin. Idk about full Tindremene because they have the worst con in the game which makes them very squishy with poor stamina, seems very risky to play unless youre traveling in a 4+ group...
  6. Xronim

    The speed gap.

    SV just wants thursar supreme at this point and its extremely obvious from all the bias theyve gotten since day 1 mo1. Like how they gave bonus attributes to other races based on their con + dex difference from thur khur in later mo1 patches, and all of the times they show them over the other...
  7. Xronim

    The speed gap.

    the hp gap is gonna be the biggest factor for characters surviving now when 1 char can take 3 extra hits because of their con + size over a small character with low con.
  8. Xronim

    The speed gap.

    The race and equipment balance is a complete joke right now anyways and its just gonna end up in a Thursar sword and bow meta on foot with Huergar mounted archers just deleting any mages for just being on the battlefield. I can't see any solution for the mo1 style stat caps because theres still...
  9. Xronim

    Daily Reminder, Khurites Are Entirely Useless

    the entire balance is a joke anyways now and should be looked at properly with player feedback before the game goes into persistence.
  10. Xronim

    Wounded ai should suffer movement speed penelty.

    good suggestion and also another one, dont let most mobs scuba dive underwater and hit you from 20 stories below like in mo1.
  11. Xronim

    Haven needs limits

    limit the haven bank, eventually force blue flag in haven, after a time limit.
  12. Xronim

    The speed gap.

    Normalizing speed just makes hp the new best thing to have on a character. why be 170 hp when you can be 200 hp and survive more attacks, and or have way more mana or damage bonus while being a hybrid or paladin build? I guess the archery gift for Alvarin was just to cover a weakness they...
  13. Xronim

    Eliminate handle hits from 1h swords

    Voted yes. 1h axes and blunts should get handle hits removed or lengthened also. Mortal always had huge issues with hafted weapons not properly hitting cleanly and it kills the viability of them which is why you saw 90% poleswords and greatswords in mo1.
  14. Xronim

    Daily Reminder, Khurites Are Entirely Useless

    I really dont see what can really be done to Khurites in general at this point, their caps seem good on paper for foot fighting but the speed difference isn't high enough to matter when its like 426 stout vs 422 stout on the average non khur human. They still have the 2nd highest str and con but...
  15. Xronim

    Human Racial Balance - Con is King?

    Avoiding pitfall options during character creation will go a long way for many players who dont want to be shoehorned into a character that they don't want to be. I have brought players into mortal 1 who really wanted to be particular races for their builds but since half of the races were so...
  16. Xronim

    Human Racial Balance - Con is King?

    just the way stats work in the game makes it weird to change just dex with a curve and increasing slower races yet keeping con the same way to where tankier races are more important for most situations when nearly everyone is the same speed. Giving Kalls, Sidos, and Oghmir more dex while not...
  17. Xronim

    My Ideas to Buff the Human Race + Human race specific Build. New Players will create a human as the first character, and shouldn't regret it.

    Porting over the mo1 caps I find it funny that Sarducaans have the 3rd best int as the dedicated mage race in lore and have over 100 con while Tindremenes have more int and the worst con stat in the game while theyre mostly shown being knights using plate armor and swords/halberds. Size is...
  18. Xronim

    Race balance

    This time around race is gonna be more for their special bonuses they get from their clade gifts rather than just their stat caps, but caps will still differ. Oghmirs are still gonna be the slowest but the difference will be very minimal, Henrik said Oghmir<Thursar<Human<Alvarin would be the new...
  19. Xronim

    What settlement are you gonna base in (if any?)

    Are you gonna go to your favorite spot in Myrland or try a new settlement this time around? I'm thinking of trying out Toxai this time around since it was a pretty cool looking town in mo1 and I've always wanted to base there. Your pick?
  20. Xronim

    Materials Change Suggestion

    agreed on materials but not extra steps to butchery. I crafted melees in 2013 MO and found lots of materials just lacking for any types of weapons, but it would make sense that bleck being tin wouldnt be so great. Pig iron imo should be better than cuprum slightly and cuprum shouldnt be heavier...