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  1. Xronim

    The Death of a great game. A sad tale.

    What gets me too gnidex, is the fact they decided to keep the maps resource balance the same as before, with NE being the only actual worthwhile place to contest as well. NW might as well not exist and the south at least had some uses earlier on for newer armorcrafters.
  2. Xronim

    The Death of a great game. A sad tale.

    Hard agree with all of the OP, the game is a huge mess and I used my free month to check it out within the dumpstertown of Fabernum, and also got to try mo1 again recently on my older desktop that still has the game installed. I played for a few months after release, then quit because it got...
  3. Xronim

    The alavarins being able to run and heal so easily needs to be balanced better

    Alvarin are still a strong clade, but Oghmir gifts are just too stupid op and Human elementalism spam seems to be the norm. I never felt that much squishier as a Sheevra since its usually just 1 less attack, but you do have the ability to freely reset on people. Thursars are in a weird spot and...
  4. Xronim

    Tactician Removal

    removed and replaced 100%, its so sad though that the only reason human is picked is to be a tindremic platemage who spams elementalism though. all of the human subraces should get reworked stat caps if tactician was to be fully scrapped, no one plays non tindremene mage builds because they...
  5. Xronim

    Current state of footfighting meta, a focus on Oghmirs and Thursars

    I've heard the mo1 closed beta was like that actually, the only difference was you had some free points in different skills between races. I dunno if it is a hot take but id take cosmetic or like 1% differences over the way it is for races.
  6. Xronim

    Current state of footfighting meta, a focus on Oghmirs and Thursars

    me when the bulging sheevra mage is faster than a lean khurite still
  7. Xronim

    Current state of footfighting meta, a focus on Oghmirs and Thursars

    Won't lie, the balance will forever be a meme in both mortals, and there is still alot of overlap (Alvarin, light blunt weps being meta still, and humans being doggy outside of 1 specific build, material stats being the same in both). SV is afraid to buff Thursars because they wanted Oghmir to...
  8. Xronim

    Changes I think cause MO2's player loss

    Very spot on post with every point being similar to my gripes. I played mo1 from 2011 to 2013 (before mounted maul meta happened) and can't stand the parryfest combat of foot fighting in mo2 because they decided that switching block directions needs no cooldown now. What really disappointed me...
  9. Xronim

    Henrik is bringing back turncaps

    inb4 people still make ahk macros that still somehow can bypass the turncap
  10. Xronim

    Press Extractor Doesn't Allow Muse Fruit

    fairly sure that in mo1 muse fruit juice did exist, likely forgotten now.
  11. Xronim

    Will Mortal Online 2 Survive The Next 2 Years

    I doubt it, pitfall races, pets, extremely boring parryfest melee and elementalism spam will drive away newcomers expecting a new melee game to play. It really feels like they didn't learn from mortal 1 at all in a lot of aspects and just repeated the same issues.
  12. Xronim

    Human Warcry and Tactician Clades Are Completely Imbalanced, Removes Team Fight Skill Floor

    Definitely rework, humans are only being used in large scale because of tactician. You remove that and every single human magic build just goes back to full sheevra instantly.
  13. Xronim

    Human Warcry and Tactician Clades Are Completely Imbalanced, Removes Team Fight Skill Floor

    The whole game's balancing is non existant and a joke, elementalism shows that making tactician allows for absurd damage in AoE but barely harming your teammates. The problem is that if you did nerf humans very few clades they immediately become useless and it will be just sheevras like before...
  14. Xronim

    Pets are ruining small scale PVP

    Nothing says outplayed like a pet that's faster than 90% of builds and does constant 30-40s to decent armor. SV really went too far with making this game's combat as unfun as possible despite it being a "melee combat game", because of the awful balance in general in many things (weapons, armors...
  15. Xronim

    AI-Anticheat that detect all Cheaters by creating a digital fingerprint, so they get banned again when buying a new account.

    I could expect 2 guilds in particular that would be eradicated by this LOL!
  16. Xronim

    Space Thursars

    it gets me that sv thinks thursars were the fan favorite back in mo1, but the only reason why they were top 2 most played races was because the rest were just worse for fighter builds lmao, if stat caps were the same tindremenes would likely be the most picked.
  17. Xronim

    Much higher Dura for Ironwood weapon handels.

    SV nerfing wood for handles this hard is just silly when bone tissue is the easiest obtainable resource in the game and only loses 7 dura on a hilt compared to ironwood, they really, really need to do a material overhaul.
  18. Xronim

    Adjusting Stats on Several Weapon Models

    if i see anyone using things like the zweihander blade, great 2h axe, 2h star mace i know theyre probably new and dont know that they picked parts that practically handicap the weapon they are using, and im still amazed that the weapon parts themselves never got any changes (other than buffing...
  19. Xronim

    If Mortal Online 2 Purports to Be a Serious Competitive Game:

    especially considering how hard it is getting around the instant parrys without outnumbering people lmao
  20. Xronim

    If Mortal Online 2 Purports to Be a Serious Competitive Game:

    yeah the good old days of mo1 weaponcrafting with spongewood/cotton handles lol, now it feels like weight only matters on weapons at certain thresholds (cuprum heavy greatblade has speed loss, steel doesnt) etc.