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  1. MolagAmur

    Make PvP consensual

    This thread has gotten entirely too much attention...
  2. MolagAmur

    Guild Size Cap is too small

    I'm fine with increasing the guild cap. However, I think other systems need to be added at the same time. If you have 500 players in your guild, your upkeep should be drastically higher than a guild with 50 players. Its a more mouths to feed kind of thing and makes it so that everyone still has...
  3. MolagAmur

    Queue - how it should work

    I think one of the most important things is to allow people who disconnect to keep their spot in the queue. Queue times suck, but are manageable. What sends people into a rage is when you DC and get sent to the back of the line.
  4. MolagAmur

    Murdercount issue

    To keep it short and simple.... Scenario 1: John and Bob are friends. John hits Bob on accident while farming mobs. 45 minutes pass. Bob dies to mob. Bob goes back to a town to res. Bob can give John a murdercount. Scenario 2: John hits Bob once. Bob runs away. Bob suicides in town. Bob...
  5. MolagAmur

    Blue blocking....

    Normally I'd say having an option to not hit blues would be terrible, but in this game its 100% necessary. Nothing is more cringe and annoying seeing people keep trying to throw themselves in between you and whatever you're attacking. Because the mob doesn't care...he is going to keep hitting...
  6. MolagAmur

    Mercy Mode

    I legit would like to know the reasoning on why mercy mode is 100% chance now. It makes finishing off people who are below 30HP with a thunderlash impossible and just furthur pushes it toward being a numbers game. TL finishers was a staple in MO1. Its just an odd change with MO2 that I don't...
  7. MolagAmur

    Melee Counters to Mounts

    I don't care what they do. Just don't make it weapon specific for dismounts. That shit was dumb. I'm okay with some being better than others at it though. I just don't want to be forced into a specific weapon (heavy ass weapons) if it becomes a mounted meta again.
  8. MolagAmur

    Weapon crafting suggestion. Grip materials.

    Yeah I would have liked to see leather used in armor this time as well. Its just literally useless in everything just as it was in MO1.
  9. MolagAmur

    Make PvP consensual

    This.
  10. MolagAmur

    Hey could this get fixed before persistent

    Pretty sure in MO1 once you pushed someone a certain amount of times you went grey.
  11. MolagAmur

    Sorry Star the game is unplayable.

    Its crazy you guys still have 8gb of ram.
  12. MolagAmur

    Hey could this get fixed before persistent

    I mean....don't afk? Lol Or if you must...then make shield push do 1 damage.
  13. MolagAmur

    Hybrid online.

    I disagree. Heavier weapons are already more viable then they were in MO1. Strength requirements for those weapon has also been lowered compared to MO1. Heavy weapons have their role and they hit hard. If you make it so they damage through a parry...I think they will be overtuned. Everyone says...
  14. MolagAmur

    Hybrid online.

    Well hopefully the intelligence scaling isn't a nerf to anyone...only a buff when you increase your intelligence. If they did it how I proposed in my thread (flatten the curve basically), I'd say things would be about right.
  15. MolagAmur

    Nightvision Clade Gifts Need Improvement

    So unpopular opinion here....I dont like the shit being so dark. They seem to be putting a lot of time and effort into the dungeons...but I'm worried they're all gonna kinda feel the same because they are just...really dark. If you walk around with multiple torches you can kinda see the detail...
  16. MolagAmur

    Hybrid online.

    I don't see how hybrids having a cheaper loadout helps your point with hybrids being the new "standard". Full steel gives a specific advantage, just as light armor gives a specific advantage. There are different builds for a reason (because they are good at different things). Also if you think...
  17. MolagAmur

    INT Scaling on Magic

    I would have if I knew who you were on the forums. It makes things easier if your names are the same on both this and Discord. Will edit though.
  18. MolagAmur

    Hybrid online.

    There won't be as many hybrids as you think. Also you need to remember the armor differences. Hybrids wear 10 weight or less and get hit for a LOT more than what your typical warrior is going to be wearing. Warrior/Mage groups are still going to be the standard just as they were in MO1. You...
  19. MolagAmur

    INT Scaling on Magic

    So everyone who has played Mortal Online knows how Intelligence scaling worked. At 60 INT you do the same damage/healing as a full mage that had 90ish INT. Once you hit I think 110+ you start to see noticeable increases. Here is a graph of someone who tried to test INT scaling without...
  20. MolagAmur

    Magic is stupid in mortal online 2

    OP is an idiot. Have a nice day.