All this "patch work" instead of just nerfing the ONE racial problem...HILARIOUS.

Jaygrae

New member
Jul 14, 2020
28
18
3
You just cant make this stuff up. You went through all this "clade gift buffs" when the only issue, AND STILL THE #1 ISSUE, is the ALVARIN SPEED.

What a bunch of non-sense. You literally could have just re-coded the alvarin racial speed buffs, the 30% AI aggro reduction, and we'd have a normal fair balanced functioning game again. Instead, you tacked on a bunch of crazy. Stamina buffs to humans??? LOL yea that makets total racial sense. I'm sure them strong humans can outrun them thursars....this is crazy.

Schmendrik as shown his character select screen, and yes, he's a griefing sheevra. You guys are down to 250 players and your still avoiding the #1 plague of this game. Its literally been in your face now for over a year, and the veela/sheevra population was SOOO heavily one sided and you still sit back denying it. All the griefer twitch streamers? VEELA..what a shocker.

You're down to 250 people! You havent opened the bridge, the game is dying and you are over there playing dev roblox in some alternate universe. Lets make this simple again!

1. PLAYING AGAINST SUPER SPEED CHARACTERS IS NOT FUN. PERIOD. Its a medieval combat game, not JEDI spin in circles lightsaber dueling.

2. FIGHTING MARIO-CART MOUNTED ARCHERS IS NOT FUN. (see above) You took over a year and a 1/2 to fix taur dog lancer/archers, they all migrated to wolves, and now its been a YEAR and you still haven't addressed it. NOTICE HOW THEY DONT USE HORSES??? I WONDER WHY!!! GO GO GO MARIO KART.

3. You finally decided to start impleminting some random tower road guards- WHY WASN'T THIS DONE YEARS AGO! ALL YOUR PVER'S QUIT, and now, all the griefing PvPers who you CATERED too are quitting too. What a shocker.

Unbelievable, 2 land masses, and one giant empty grief fest game THAT HAS NO BENEFIT TO PVERS OR PVPERS. Why? cuz you cant retain players or a market IF YOU DONT CATER TO SOME OF THE PVERS THUS CREATING PVP.

Ya know what- i'm not done.

1. 50 thousand actions to run a pet. Neato, catch pet, level pet, feed pet, target pet abilities, pet dies instantly. GO DO IT ALL OVER AGAIN ...WOW WHAT GAMEPLAY.
THATS CALLED A JOB.

2. OK! I want to be a caster! neato. New-player, go run through the most confusing system to get your spells (yaaaaa elementalism), then waste your time with 1/2 of em requiring the most RIDICULOUS reagent(s) cost, and not to mention 1/2 of em SUCK.

3. Ok well i'll be a necro! Ya have fun with that, keep casting refresh every 900 seconds on your goofy broken walkers. What fun...neato more awesome gameplay (its called WORK!)

4. Oh wait I want to just cast normal spells! Ok great go fill you bag with 50x different kinds of junk reagents and carry em all around...so much fun.

5. Ok fine i'll go melee! Ya you do that, go carry 10 swords in your bag cuz they just erode and break 1/2 way through a dungeon run.

I mean this is just crazy. I cant even fathom who thinks MASSIVE UI REQUIREMENTS, REAGENTS, ITEMS, AND HOURS TO EVEN SETUP is somehow fun.

Oh wait, its NOT, ITS AGAIN WHY YOUR POPULATION IS NOW THE LOWEST ITS EVER BEEN.
 
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Jackdstripper

Well-known member
Jan 8, 2021
1,328
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SV idea of balance has always been to just make things more cumbersome and frustrating so that nobody uses them. nobody uses it, so no need for balance anymore. Easy fix.
Necro, elementalism, pets, everything that isnt melee, mounted archery, or ecumenical as support (same as MO1 by the way).

As far as speed goes they had 10 years of MO1 experience where it was the same exact shit. Speed was OP. Speed was king. Speed trumped everything, with no counterplay. And STILL they decide to change nothing in MO2. STILL Henrik keeps Vheelas as brokenly fast as ever, and even gives them masteries that enhances their speed.

Its not a mistake. Its not an oversight. Its not a work in progress. Its how Henrik likes it.

And this is why MO has 250 players (200 of them vheelas).
 
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Iloros

Active member
Dec 14, 2023
341
58
28
You just cant make this stuff up. You went through all this "clade gift buffs" when the only issue, AND STILL THE #1 ISSUE, is the ALVARIN SPEED.

What a bunch of non-sense. You literally could have just re-coded the alvarin racial speed buffs, the 30% AI aggro reduction, and we'd have a normal fair balanced functioning game again. Instead, you tacked on a bunch of crazy. Stamina buffs to humans??? LOL yea that makets total racial sense. I'm sure them strong humans can outrun them thursars....this is crazy.

Schmendrik as shown his character select screen, and yes, he's a griefing sheevra. You guys are down to 250 players and your still avoiding the #1 plague of this game. Its literally been in your face now for over a year, and the veela/sheevra population was SOOO heavily one sided and you still sit back denying it. All the griefer twitch streamers? VEELA..what a shocker.

You're down to 250 people! You havent opened the bridge, the game is dying and you are over there playing dev roblox in some alternate universe. Lets make this simple again!

1. PLAYING AGAINST SUPER SPEED CHARACTERS IS NOT FUN. PERIOD. Its a medieval combat game, not JEDI spin in circles lightsaber dueling.

2. FIGHTING MARIO-CART MOUNTED ARCHERS IS NOT FUN. (see above) You took over a year and a 1/2 to fix taur dog lancer/archers, they all migrated to wolves, and now its been a YEAR and you still haven't addressed it. NOTICE HOW THEY DONT USE HORSES??? I WONDER WHY!!! GO GO GO MARIO KART.

3. You finally decided to start impleminting some random tower road guards- WHY WASN'T THIS DONE YEARS AGO! ALL YOUR PVER'S QUIT, and now, all the griefing PvPers who you CATERED too are quitting too. What a shocker.

Unbelievable, 2 land masses, and one giant empty grief fest game THAT HAS NO BENEFIT TO PVERS OR PVPERS. Why? cuz you cant retain players or a market IF YOU DONT CATER TO SOME OF THE PVERS THUS CREATING PVP.

Ya know what- i'm not done.

1. 50 thousand actions to run a pet. Neato, catch pet, level pet, feed pet, target pet abilities, pet dies instantly. GO DO IT ALL OVER AGAIN ...WOW WHAT GAMEPLAY.
THATS CALLED A JOB.

2. OK! I want to be a caster! neato. New-player, go run through the most confusing system to get your spells (yaaaaa elementalism), then waste your time with 1/2 of em requiring the most RIDICULOUS reagent(s) cost, and not to mention 1/2 of em SUCK.

3. Ok well i'll be a necro! Ya have fun with that, keep casting refresh every 900 seconds on your goofy broken walkers. What fun...neato more awesome gameplay (its called WORK!)

4. Oh wait I want to just cast normal spells! Ok great go fill you bag with 50x different kinds of junk reagents and carry em all around...so much fun.

5. Ok fine i'll go melee! Ya you do that, go carry 10 swords in your bag cuz they just erode and break 1/2 way through a dungeon run.

I mean this is just crazy. I cant even fathom who thinks MASSIVE UI REQUIREMENTS, REAGENTS, ITEMS, AND HOURS TO EVEN SETUP is somehow fun.

Oh wait, its NOT, ITS AGAIN WHY YOUR POPULATION IS NOW THE LOWEST ITS EVER BEEN.
I been saying man.

Dev work of buffing 3 races and then adjusting for powercreep or OP builds/interactions that emerge is 100x the work of just nerfing the clear outlier.

Notice how they instanerfed:

1. pets (ormek maiden kizumeki dealt with in 1 patch)

2. magic multiple times (i dont even wanna list it all)

3. MAs twice (first weakspot then 20% dmg now)

4. Towershields for both mages and oghmirs

5. Thursars (giga nerf when Alvarin was the most popular)

6. Oghmirs (multiple nerfs in the span of multiple patches including towershield nerfs)

7. Humans (tactician + towershield + some spells that they used due to tactivianetc.)

A SLIGHT BREAK NONE OF THESE THINGS WERE EVER AS OP OR POPULAR AS ALVARIN!!!

8. archery itself, snapshot multiple times its dead now, and now they added aimpunch even with 0 dmg, Oghmir archer is dead.

9. Abilities, as soon as people started complaining THEY HOTFIX NERFED SOME OF THEM THEY DIDNT BUFF OTHERS THEY NERFED kept nerfing them till 70% were useless

10. Tons of small changes without anyone asking like rodspine.

11. Farm, they nerfed kurnases 3 times in a row, they removed tasks, they didnt buff other stuff, they giga nerfed.

12. Daggers got nuked multiple times and again on Sard

Okay so they are clearly willing to nerf till it comes to their Alvarin, Henriks main race nah lets do a patch with 200+ items instead of 2 changing 2 numbers LOL...


When it comes to Alvarins being OP guys lets rework the entire clade gift system!

Alvarins are the only race that never got a nerf, everything around them was nerfed to uselessness, everything they use keels getting nerfed becauas they wont nerf them.

Best example is daggers, who noone but Alvarin uses, and instead of reworking weakspot scaling on Alvarins and buffing daggers baseline because again noone else uses them ever, they NERF DAGGERS THAT NOONE ELSE USES EVER 2 TIMES????


It ate the pop multiple times. On reckoning instantly, on Sarducca, on those tiny resurges due to hype and them cutting the price by 70%, cringe ass op builds ate the pop away.

Noone wants to play vs them, they are a type of build thats annoying to fight even when underpowered and you meet it once a blue moon, let alone overpowered and everyone plays it. Genuinely destroyed the game and it might be too late especially if the buffs go live as they are btw, they wont change anything, Thursar charge is goofy and counterable, their bloodluat is weak asf and relentless is actually useless, Oghmir things dont help at all vs Alvarins lol and Human thing is only 10% Alvarin SMOKES YOU in a race still lol..

Bandages buffed Alvarins, mental fortitude made them imortal vs magic they have the most psyche so the flat 3 scales the best with them, all those parry changes favor running away...

Henrik plays one it seems and wont nerf it. Thats the only reasoning man, hell im surprised other races are getting buffed even 2 years later, but I guess the game is literally about to closd so they had to do it, better believe if therr was 500 dudes online he wouldnt be nerfing them.
 
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Dargelar

Member
Nov 1, 2021
41
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Well, we can see the new patch, and it’s obvious that not much thought went into it.

1. Pets
The pet system is still overly complicated and doesn’t fit well into MO2’s game balance. It’s absurd to think that unleashing an elite mob on a player — a mob that ignores all obstacles and rules — can somehow be balanced. There have been countless situations where 3–5 pet tamers just tore through any player, and this was called “gameplay.”

A combat pet should remain a mob, whether it’s under a player’s control or not. The “attack target” command (with a cooldown) shouldn’t guarantee an attack on the target; instead, it should simply apply a high aggression level to that target, which then provokes the pet to attack.
At any moment, the aggression of a combat pet could be перехвачено (intercepted) by another player to protect the target. Before tweaking numbers, we need proper rules and game content built around the class or item — and most of the points in the patch list simply lack that.


Pet point requirements should be more flexible depending on the conditions they’re in. Different pet traits should affect how many points a pet costs. Throw out this “group penalty” mechanic; give each pet its own character and traits. Why would I need a fully maxed‑out tamer skill tree if I’m a caravan master? Why should controlling 3 horses (hypothetically) cost the same skill investment as controlling a bear?


Basic rule: taming a pet gives a base point cost.
If you have multiple pets:

Herbivore pets — no penalty.
Carnivore — significantly increases point cost for each herbivore pet, slightly increases cost for each carnivore.
Alpha — increases point cost for every other pet.
Pack animal — slightly reduces point cost for each other pet, but the pet won’t follow individual commands (only group orders) and will activate abilities on its own.
Riding a pet — increases point cost.
Equipping armor on a pet — increases point cost.
Frightening (for undead) — its presence lowers the loyalty of other pets (except other frightening ones).

Additional rules for pets and mobs:

1. Each hit on a character reduces the mob’s aggression, quickly lowering it to a minimum.
2. When a mob takes damage, it builds aggression toward that character.
3. While a player is in a mob’s area of effect, the character accumulates aggression up to half of the maximum value.

Combining the first and third rules creates a situation where mobs attacking a player who isn’t fighting back will quickly switch to other party members. We shouldn’t turn MO2 into a silly WoW‑style setup with a single tank; this game doesn’t have that, and maybe the engine and combat mechanics aren’t meant for multi‑opponent fights. So the problems should be “hidden,” turning a guaranteed group kill into a series of 1v1 or 1v2 duels.

Obviously, pets shouldn’t be stronger than their wild counterparts; in fact, they should be weaker but more durable. You can treat this as a “taming penalty” and a “good food bonus.” The pet’s main damage should come from activated abilities. The tamer’s gameplay should feel similar to a mage’s, except the activation point is always the pet itself. Think of it like controlling a remote‑controlled vehicle; the “ability points” are focus points.
These rules would also simplify and strengthen the necromancer’s gameplay with zombies.

Pets are best used to expand cooking and food mechanics, offering ways to boost pet stats through good food (like in Valheim).

Given how buggy and problematic MO2 is, I wouldn’t rule out the possibility of reviving a pet with spirit magic. My conditions are simple: to resurrect a pet, you need its named head (which stays with the corpse), spirit sight, and the pet’s spirit, which lingers over its corpse for 10 minutes. When you cast the spell on the spirit, a window opens where you must place the head; if the head matches, the pet is resurrected. Like any spirit, the pet’s spirit can be banished.

2. Magic
Balancing and adjusting magic damage is a pointless exercise; it never achieved anything and never could.

Magic balance issues:
The inevitability of damage — only one spell in the game can save a target, and mages have poor accuracy.
No threat indication for the target: a victim has zero warning or chance to react to a magical threat because there are no external signs of casting. It could be a “itch” spell or a “limb removal” spell — the target has no idea.
No requirements or restrictions for mages: a mage only needs to reach an optimal skill level to cast spells, and there’s no penalty for interrupting a spell.
Lowering spell costs for all schools is tied to a general skill, not school‑specific (a swordsman costs more in skills than a mage).
No difficulty modifiers that increase the chance of magic failure: casting while mounted (walking vs. galloping should have different modifiers), casting while running, or the “touch‑move” rule (like chess: if you start a cast, you must finish it).

3.Daggers were a bad idea from the start. Seeing an Alvarin running around and killing armored knights with a dagger only evoked one reaction: “This is ridiculous.”
Daggers should be a secondary off‑hand weapon (like a torch), allowing a powerful thrust attack to compensate for the weak piercing damage of most one‑handed weapons. In the case of a torch, it should deal damage equivalent to a basic‑level Firebolt spell from Ecumenical.
 
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Iloros

Active member
Dec 14, 2023
341
58
28
Well, we can see the new patch, and it’s obvious that not much thought went into it.

1. Pets
The pet system is still overly complicated and doesn’t fit well into MO2’s game balance. It’s absurd to think that unleashing an elite mob on a player — a mob that ignores all obstacles and rules — can somehow be balanced. There have been countless situations where 3–5 pet tamers just tore through any player, and this was called “gameplay.”

A combat pet should remain a mob, whether it’s under a player’s control or not. The “attack target” command (with a cooldown) shouldn’t guarantee an attack on the target; instead, it should simply apply a high aggression level to that target, which then provokes the pet to attack.
At any moment, the aggression of a combat pet could be перехвачено (intercepted) by another player to protect the target. Before tweaking numbers, we need proper rules and game content built around the class or item — and most of the points in the patch list simply lack that.


Pet point requirements should be more flexible depending on the conditions they’re in. Different pet traits should affect how many points a pet costs. Throw out this “group penalty” mechanic; give each pet its own character and traits. Why would I need a fully maxed‑out tamer skill tree if I’m a caravan master? Why should controlling 3 horses (hypothetically) cost the same skill investment as controlling a bear?


Basic rule: taming a pet gives a base point cost.
If you have multiple pets:

Herbivore pets — no penalty.
Carnivore — significantly increases point cost for each herbivore pet, slightly increases cost for each carnivore.
Alpha — increases point cost for every other pet.
Pack animal — slightly reduces point cost for each other pet, but the pet won’t follow individual commands (only group orders) and will activate abilities on its own.
Riding a pet — increases point cost.
Equipping armor on a pet — increases point cost.
Frightening (for undead) — its presence lowers the loyalty of other pets (except other frightening ones).

Additional rules for pets and mobs:

1. Each hit on a character reduces the mob’s aggression, quickly lowering it to a minimum.
2. When a mob takes damage, it builds aggression toward that character.
3. While a player is in a mob’s area of effect, the character accumulates aggression up to half of the maximum value.

Combining the first and third rules creates a situation where mobs attacking a player who isn’t fighting back will quickly switch to other party members. We shouldn’t turn MO2 into a silly WoW‑style setup with a single tank; this game doesn’t have that, and maybe the engine and combat mechanics aren’t meant for multi‑opponent fights. So the problems should be “hidden,” turning a guaranteed group kill into a series of 1v1 or 1v2 duels.

Obviously, pets shouldn’t be stronger than their wild counterparts; in fact, they should be weaker but more durable. You can treat this as a “taming penalty” and a “good food bonus.” The pet’s main damage should come from activated abilities. The tamer’s gameplay should feel similar to a mage’s, except the activation point is always the pet itself. Think of it like controlling a remote‑controlled vehicle; the “ability points” are focus points.
These rules would also simplify and strengthen the necromancer’s gameplay with zombies.

Pets are best used to expand cooking and food mechanics, offering ways to boost pet stats through good food (like in Valheim).

Given how buggy and problematic MO2 is, I wouldn’t rule out the possibility of reviving a pet with spirit magic. My conditions are simple: to resurrect a pet, you need its named head (which stays with the corpse), spirit sight, and the pet’s spirit, which lingers over its corpse for 10 minutes. When you cast the spell on the spirit, a window opens where you must place the head; if the head matches, the pet is resurrected. Like any spirit, the pet’s spirit can be banished.

2. Magic
Balancing and adjusting magic damage is a pointless exercise; it never achieved anything and never could.

Magic balance issues:
The inevitability of damage — only one spell in the game can save a target, and mages have poor accuracy.
No threat indication for the target: a victim has zero warning or chance to react to a magical threat because there are no external signs of casting. It could be a “itch” spell or a “limb removal” spell — the target has no idea.
No requirements or restrictions for mages: a mage only needs to reach an optimal skill level to cast spells, and there’s no penalty for interrupting a spell.
Lowering spell costs for all schools is tied to a general skill, not school‑specific (a swordsman costs more in skills than a mage).
No difficulty modifiers that increase the chance of magic failure: casting while mounted (walking vs. galloping should have different modifiers), casting while running, or the “touch‑move” rule (like chess: if you start a cast, you must finish it).

3.Daggers were a bad idea from the start. Seeing an Alvarin running around and killing armored knights with a dagger only evoked one reaction: “This is ridiculous.”
Daggers should be a secondary off‑hand weapon (like a torch), allowing a powerful thrust attack to compensate for the weak piercing damage of most one‑handed weapons. In the case of a torch, it should deal damage equivalent to a basic‑level Firebolt spell from Ecumenical.
idc that much about pets, i use mauls and 3 shot elephants

Alvarins are op man, thats it, not magic, daggers, pets or archers
 

Jaygrae

New member
Jul 14, 2020
28
18
3
idc that much about pets, i use mauls and 3 shot elephants

Alvarins are op man, thats it, not magic, daggers, pets or archers
Yes but thats his point...pets are pointless. They are not fun to use, they die repeatedly over the stupidest mechanics, no way to rezz them, casting their abilities is complete utter trash. He's pointint out how its NOT FUN. And we are'nt asking for more damage, were asking for reliability and survivability.

Same thing with magic. WASTE OF TIME< WORK.
Necro walkers. WASTE OF TIME<WORK
Carrying 10x melee weapons in your bag< STUPIDDDD, <WORK
ALVARIN RACE<TOTAL DEATHNAIL TO THE GAME. still untouched. At this point its just LOL.
 
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Aug 17, 2024
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guys fr how fucking long are you guys going to keep going on about alvarin speed? specifically how does speed make an alvarin OP?
its not solely the speed that makes alvarins OP its the fact they can deal pretty good damage and wear full steel (and imo magic and weapon abilities)
theres 4 races in the game alvarin, thursar, oghmir and human what are all their main qualities their supposed to have?

human - best balanced overall
thursar - best damage
oghmir - best tank
alvarin - what is an alvarin supposed to have? SPEED! you dumb fucks, because its supposed to be fast and weak but its not fucking weak and its not OP bc of speed theres other factors that do make it OP but it isnt solely speed.

imo they should reduce the max size of alvarin and make it harder for them to wear full steel sets, maybe let them wear 2/3 pieces thats it. thats one reason why most alvarins feel like they can go 1v1 vs actual foot chars like thursar/oghmir in the first place.
Players with high damage % trinkets or high masteries will obviously do more damage than a regular stout veela would but thats a different conversation.
Everyone knows magic is OP and imo the overall damage of some spells could be redcued or a cooldown on spells could be implemented but i really think that having a spell interuption against spellcasters from basic melee attacks that deal over a certain amount of damage should actually be a thing, otherwise its just a sheevra jumping spellcasting running circles around you taking hits and still outputting damage and healing himself without any fear.

if alvarin was actually nerfed the way it should be alvarins would have to be more tactical in their gameplay and they couldnt just dive in and melee fight like an actual footfigher build can/should..
they should also rework each of the daggers giving them each some kind of benefit. the mercy dagger never gets used EVER why? make it have a critical hit chance vs a race or armor type, same as the heavy dagger and then youll have the ones inbetween.. and it doesnt have to be super OP either just different options vs different players. idk just so more variation with damage output would go along way with the game and it could be dont for all the weapon types too as we all know theres meta weapons everyone uses..
 

Jaygrae

New member
Jul 14, 2020
28
18
3
guys fr how fucking long are you guys going to keep going on about alvarin speed? specifically how does speed make an alvarin OP?
its not solely the speed that makes alvarins OP its the fact they can deal pretty good damage and wear full steel (and imo magic and weapon abilities)
theres 4 races in the game alvarin, thursar, oghmir and human what are all their main qualities their supposed to have?

human - best balanced overall
thursar - best damage
oghmir - best tank
alvarin - what is an alvarin supposed to have? SPEED! you dumb fucks, because its supposed to be fast and weak but its not fucking weak and its not OP bc of speed theres other factors that do make it OP but it isnt solely speed.

imo they should reduce the max size of alvarin and make it harder for them to wear full steel sets, maybe let them wear 2/3 pieces thats it. thats one reason why most alvarins feel like they can go 1v1 vs actual foot chars like thursar/oghmir in the first place.
Players with high damage % trinkets or high masteries will obviously do more damage than a regular stout veela would but thats a different conversation.
Everyone knows magic is OP and imo the overall damage of some spells could be redcued or a cooldown on spells could be implemented but i really think that having a spell interuption against spellcasters from basic melee attacks that deal over a certain amount of damage should actually be a thing, otherwise its just a sheevra jumping spellcasting running circles around you taking hits and still outputting damage and healing himself without any fear.

if alvarin was actually nerfed the way it should be alvarins would have to be more tactical in their gameplay and they couldnt just dive in and melee fight like an actual footfigher build can/should..
they should also rework each of the daggers giving them each some kind of benefit. the mercy dagger never gets used EVER why? make it have a critical hit chance vs a race or armor type, same as the heavy dagger and then youll have the ones inbetween.. and it doesnt have to be super OP either just different options vs different players. idk just so more variation with damage output would go along way with the game and it could be dont for all the weapon types too as we all know theres meta weapons everyone uses..
Poor guy, comes to the game late and somehow has "all the answers"...I mean i'm still trying to decide if his line -

"alvarin - what is an alvarin supposed to have? SPEED! you dumb fucks, because its supposed to be fast and weak but its not fucking weak and its not OP bc of speed theres other factors that do make it OP but it isnt solely speed. or -

human - best balanced overall
thursar - best damage
oghmir - best tank


or maybe this one-
if alvarin was actually nerfed the way it should be alvarins would have to be more tactical in their gameplay and they couldnt just dive in and melee fight like an actual footfigher build can/should..

Or you could just nerf the speed, realize that trinkets are available to ALL races (so not even sure why you brought this into the equation) and figure out that SPEED supersedes ALL in pvp. AKA WHY the whole game went to 60%+ alvarin builds for the latter half.

But you were'nt here then, you're just a typical veela player who watched your grief twitch streams, rolled a veela, and now wants to keep your "tactical ninja but its gotta be my skillz that killz riteee??? i'm good at pvp rite guyz??"


Game is so done.
 
Aug 17, 2024
70
22
8
Poor guy, comes to the game late and somehow has "all the answers"...I mean i'm still trying to decide if his line -

"alvarin - what is an alvarin supposed to have? SPEED! you dumb fucks, because its supposed to be fast and weak but its not fucking weak and its not OP bc of speed theres other factors that do make it OP but it isnt solely speed. or -

human - best balanced overall
thursar - best damage
oghmir - best tank


or maybe this one-
if alvarin was actually nerfed the way it should be alvarins would have to be more tactical in their gameplay and they couldnt just dive in and melee fight like an actual footfigher build can/should..

Or you could just nerf the speed, realize that trinkets are available to ALL races (so not even sure why you brought this into the equation) and figure out that SPEED supersedes ALL in pvp. AKA WHY the whole game went to 60%+ alvarin builds for the latter half.

But you were'nt here then, you're just a typical veela player who watched your grief twitch streams, rolled a veela, and now wants to keep your "tactical ninja but its gotta be my skillz that killz riteee??? i'm good at pvp rite guyz??"


Game is so done.
lol ive 6.6k hours in the game and played for around 2 years straight, mainly on my veela, so everything i do say is from my own experience of playing the game and also hearing what others say too.
and again you guys never say why the speed has to be nerfed other than "veela runs away" lol.. no shit he runs away its what that race is supposed to do.. in and out like a rat.. if they didnt have the damage they currently do, plus their ability to wear heavy armor just like thursars and oghmirs and their magic un-interruptions for mage they would be getting killed far easier so they wouldnt be talked about so much imo.
trinkets definitely have to be brought into the OP argument for everything imo bc 22% damage off trinkets is an obvious talking point of over powered damage output, so?
and no shit everyone played the OP/ meta class.. just like they always have and always probably will for the most part. it was thursars before, now its been alvarins/ mages for the longest time..
if the alvarin didnt have the things i mentioned above it would 100% push some of those players away from it to something else veelas need to be weakened and the sheevras need to be interrupted on basic melee hits that do over a certian amount of damage.. (low damage half charge hits wouldnt, full charge hits would. for example.)
its so funny some people liek you have this sense of superieority over others that havent played as much like their suggestions arent valid.. you could have played for longer and have ideas that benefit no one but yourself which would be bad for everyone, where a new guy who played 10 hours could give an idea that could actually benefit the game more so idk why your sperging out making random arguments that mean nothing lol..
 

Iloros

Active member
Dec 14, 2023
341
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lol ive 6.6k hours in the game and played for around 2 years straight, mainly on my veela, so everything i do say is from my own experience of playing the game and also hearing what others say too.
and again you guys never say why the speed has to be nerfed other than "veela runs away" lol.. no shit he runs away its what that race is supposed to do.. in and out like a rat.. if they didnt have the damage they currently do, plus their ability to wear heavy armor just like thursars and oghmirs and their magic un-interruptions for mage they would be getting killed far easier so they wouldnt be talked about so much imo.
trinkets definitely have to be brought into the OP argument for everything imo bc 22% damage off trinkets is an obvious talking point of over powered damage output, so?
and no shit everyone played the OP/ meta class.. just like they always have and always probably will for the most part. it was thursars before, now its been alvarins/ mages for the longest time..
if the alvarin didnt have the things i mentioned above it would 100% push some of those players away from it to something else veelas need to be weakened and the sheevras need to be interrupted on basic melee hits that do over a certian amount of damage.. (low damage half charge hits wouldnt, full charge hits would. for example.)
its so funny some people liek you have this sense of superieority over others that havent played as much like their suggestions arent valid.. you could have played for longer and have ideas that benefit no one but yourself which would be bad for everyone, where a new guy who played 10 hours could give an idea that could actually benefit the game more so idk why your sperging out making random arguments that mean nothing lol..
Its speed because they arent killable due to it in a pvp full loot game...

They arent killable my dude LOL.

I always use the hypothetical of, you could remove every single spell but lesser heal and corrupt from the game and Sheevra still beats you. Meaning the "they need to do less damage" thing doesnt work.

Now nerfing health to an absurd point does work, but youd have to nerf it to where they have like 140 health on folties and like 80 on mages which doesnt feel fun, but is fine.

However with speed all you gotta do is nerf it tiny bit. Idk why you are so adamant about keeping it. I let go off Thursars tankiness quickly and I very much prefer berserker all in playstlye Thursars are about to become over my old ultra tank build which was the tankiesz build in the game by far, probably rivaling Oghmirs in the PTR that got 2 tank buffs and def tankier than current Oghmirs. You should let go and trust me


A veela with less speed that retains all or most its combat power will be much more fun to play than a veela with 140 health and -5% dmg bonus which is the alternative.

Your trinket/ability argument makes 0 sense, everyone gets them abd you made no theory as tp why it benefits alvarins more.

Its the boomer "ah its the new stuff" attempt at gaining sympathy without arguments coz you assume I love old mortal, I dont.


Abilities are fire, trinkets are fire and I got real good ones and I like them and they help me tons.

Alvarins are the issue. They have 18% dmg bonus and armor pierce and higheat weakspot by far.

Without trinkwts and abilities noone would have burst btw so Alvarins would LITERALLY NEVER DIE rn at least you can burst them.

And you are literally attempting exact thing this post talks about its actually cringe. You are doing the "hey its not my giga op class its *names something that everyone uses*"

Okay bro lets rework everything to avoid nerfing your giga op class.
 
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pooternackle

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Its speed because they arent killable due to it in a pvp full loot game...

They arent killable my dude LOL.

I always use the hypothetical of, you could remove every single spell but lesser heal and corrupt from the game and Sheevra still beats you. Meaning the "they need to do less damage" thing doesnt work.

Now nerfing health to an absurd point does work, but youd have to nerf it to where they have like 140 health on folties and like 80 on mages which doesnt feel fun, but is fine.

However with speed all you gotta do is nerf it tiny bit. Idk why you are so adamant about keeping it. I let go off Thursars tankiness quickly and I very much prefer berserker all in playstlye Thursars are about to become over my old ultra tank build which was the tankiesz build in the game by far, probably rivaling Oghmirs in the PTR that got 2 tank buffs and def tankier than current Oghmirs. You should let go and trust me


A veela with less speed that retains all or most its combat power will be much more fun to play than a veela with 140 health and -5% dmg bonus which is the alternative.

Your trinket/ability argument makes 0 sense, everyone gets them abd you made no theory as tp why it benefits alvarins more.

Its the boomer "ah its the new stuff" attempt at gaining sympathy without arguments coz you assume I love old mortal, I dont.


Abilities are fire, trinkets are fire and I got real good ones and I like them and they help me tons.

Alvarins are the issue. They have 18% dmg bonus and armor pierce and higheat weakspot by far.

Without trinkwts and abilities noone would have burst btw so Alvarins would LITERALLY NEVER DIE rn at least you can burst them.

And you are literally attempting exact thing this post talks about its actually cringe. You are doing the "hey its not my giga op class its *names something that everyone uses*"

Okay bro lets rework everything to avoid nerfing your giga op class.
Imagine if Oghmir had such insane defenses that they were unkillable absent some massive fuck up by the oghmir player. Or imagine if Thursar self heals were so extreme that they couldn't be killed. They'd be calling for nerfs, rightfully so. They cope for the speed because they play Alvarin, simple as that. Sad thing is that the patch notes suggest that SV is moving in the direction of making every clade immortal rather than simply nerfing Alvarin to make them mortal.
 
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Its speed because they arent killable due to it in a pvp full loot game...

They arent killable my dude LOL.

I always use the hypothetical of, you could remove every single spell but lesser heal and corrupt from the game and Sheevra still beats you. Meaning the "they need to do less damage" thing doesnt work.

Now nerfing health to an absurd point does work, but youd have to nerf it to where they have like 140 health on folties and like 80 on mages which doesnt feel fun, but is fine.

However with speed all you gotta do is nerf it tiny bit. Idk why you are so adamant about keeping it. I let go off Thursars tankiness quickly and I very much prefer berserker all in playstlye Thursars are about to become over my old ultra tank build which was the tankiesz build in the game by far, probably rivaling Oghmirs in the PTR that got 2 tank buffs and def tankier than current Oghmirs. You should let go and trust me


A veela with less speed that retains all or most its combat power will be much more fun to play than a veela with 140 health and -5% dmg bonus which is the alternative.

Your trinket/ability argument makes 0 sense, everyone gets them abd you made no theory as tp why it benefits alvarins more.

Its the boomer "ah its the new stuff" attempt at gaining sympathy without arguments coz you assume I love old mortal, I dont.


Abilities are fire, trinkets are fire and I got real good ones and I like them and they help me tons.

Alvarins are the issue. They have 18% dmg bonus and armor pierce and higheat weakspot by far.

Without trinkwts and abilities noone would have burst btw so Alvarins would LITERALLY NEVER DIE rn at least you can burst them.

And you are literally attempting exact thing this post talks about its actually cringe. You are doing the "hey its not my giga op class its *names something that everyone uses*"

Okay bro lets rework everything to avoid nerfing your giga op class.
iloros you said many many times, in discord, nave chat on this forum and even to me that youve killed many many veelas, yes maybe your right the ones who you kill are dogshit players but that doesnt mean everything, those players that make resetting so effective to where they can kill you are the top % of pvp players and they know what theyre doing when they play the meta veela footy.
why should you be able to kill everyone, everytime? it doesnt work like that.. if a player plays an alvarin and resets on you hes played the race right using its best ability to get out of danger and survive to go again.. its not the speed that makes it OP its the fact they can do that and do good damage and wear good heavy armor, thats the two main things that make it OP. Speed is the possibly the 3rd but to me thats just the class, like what else is it supposed to be? i would agree to make the cooldown for speed abilities longer but evading and resetting shouldnt be a problem. also if they couldnt wear the armor they can that literally means youll be doing more damage and most likely killing them faster.
the sheevras beat you bc they can literally hug your character and spam heals and spells while getting hit by your basic melee attacks, it literally makes no sense, and its so obvious thats one of the changes that should be made.

why do you only need to nerf speed a "tiny" bit if its so OP tho? what exactly does that tiny bit do to where its not going to be OP?

Iloros, how are you gona sit there and tell me and other veela players how much more fun it'd be to play veela your way when youve never even attempted to play a veela and youve said you never would play it? it makes zero sense. its not about whats fun to play, its about balance for the game. taking away the speed, the main selling point of the alvarin makes it not fun bro, its a rogue/ rat race/build its not supposed to have so much hp or do as much damage as what it currently does, we all know this.

i didnt argue that OP damage trinkets benefit alvarins more i used it to show theres more to the argument than just veela OP bro.. 22% damage trinkets are OP for everyone that wears them.. and them literally fucking up the trinkets even more with the trinket patch just fucks up the TTK for everyone overall so it should be a main talking point about what specifically is OP about the game.. its just more OP slop that overtakes the skill aspect of the game.

"Its the boomer "ah its the new stuff" attempt at gaining sympathy without arguments coz you assume I love old mortal, I dont." - ive literally no idea wtf u mean by this bro.

i do like abilties but the spam fest of abilities bc of teh adrenaline gain is cringe and takes again takes away from the skill aspect of the game. i like trinkets too but like 22% damage like cmon bro its just straight up damage OP slop when it should all be about your build and what it can/ cant do.

you gave more reasons to back up my claim veelas are OP due to damage they deal vs speed bro.
your saying no one would kill alvarins without high damage trinkets rn! without the things ive mentioned nerfing! so if the HP nerf/ armor wearing nerf for alvarins came in now you'd 100% be able to kill alvarins faster.

iloros are you actually dumb as henrik? i literally suggested to nerf alvarins size/HP/Damage output/Armor they can wear/making spell casting interrupatble by melee and i even conceded that they could even up the cooldown on the alvarins clades so where tf you getting this "oh its not my giga OP class" bs from? how am i suggesting "nerfing everything"? lmfao your arguing in bad faith bro.. i mentioned 2 other things that are obviously OP in damage output trinkets and weapon abilties/adrenaline and your claiming i want everything else nerfed except veela? even tho i did give liek 3/4 examples of nerfing veela lol.
 
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Imagine if Oghmir had such insane defenses that they were unkillable absent some massive fuck up by the oghmir player. Or imagine if Thursar self heals were so extreme that they couldn't be killed. They'd be calling for nerfs, rightfully so. They cope for the speed because they play Alvarin, simple as that. Sad thing is that the patch notes suggest that SV is moving in the direction of making every clade immortal rather than simply nerfing Alvarin to make them mortal.
you ever heard of stone skin and life steal bud? and can you specifically tell us why speed is OP? bc none of you guys ever can lmfao
 
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Jackdstripper

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The fundamental issue with speed is that only 1 race has the ability to choose if they want to die or not. No other race can simply decide that they dont feel like fighting, and just run away. Everyone else is forced to stay and fight. Only Alvarins have that luxury to exit a fight. And there is no counter play. There is no way for other races to stop Alavarins from just running away.

in a game where you lose everything you carry when you die, and where pvp is forced on you just about everywhere you go, that is a massive advantage.

Being able to survive any other race simply by pressing shift-W anytime you decide things arent going your way, is completely unbalanced.

Either implement a counter play (and no i dont mean having to log onto your MA), or nerf that speed.
 

pooternackle

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you ever heard of stone skin and life steal bud? and can you specifically tell us why speed is OP? bc none of you guys ever can lmfao
Easy: Oghmir can die while using stone skin. Thursar can die while using life steal. These make it harder for them to die, but they still can get outplayed during the ability window.

Alvarin meanwhile can pop their clades and just end combat if they choose. There is no comparison.
 
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Easy: Oghmir can die while using stone skin. Thursar can die while using life steal. These make it harder for them to die, but they still can get outplayed during the ability window.

Alvarin meanwhile can pop their clades and just end combat if they choose. There is no comparison.
alvarins can literally die when trying to run away also, what is this cope? alvarins die all the time.. u can literally keep pursuing him or not give chase and reset yourself. ogh and thursar can leave combat AND deal huge damage aswell.. what would be the difference in a human vs alvarin if you guys nerfed the speed? nothing..
 
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The fundamental issue with speed is that only 1 race has the ability to choose if they want to die or not. No other race can simply decide that they dont feel like fighting, and just run away. Everyone else is forced to stay and fight. Only Alvarins have that luxury to exit a fight. And there is no counter play. There is no way for other races to stop Alavarins from just running away.

in a game where you lose everything you carry when you die, and where pvp is forced on you just about everywhere you go, that is a massive advantage.

Being able to survive any other race simply by pressing shift-W anytime you decide things arent going your way, is completely unbalanced.

Either implement a counter play (and no i dont mean having to log onto your MA), or nerf that speed.
everyone else isnt forced to stay and fight actually and to use that as an excuse to nerf speed is wild bro.. what is an alvarin character supposed to be in your eyes? bc nerfing the speed like iloros said "a tiny bit" does nothing and if it it was nerfed more theres very little difference between that and a human char which just dumbs down the gameplay experience as a whole. again i think alot more of the alvarins you guys complain about getting away wouldnt actually get away if theyre HP was lowered and they were limited on the heavy armor they could wear. so speed wouldnt even need to be touched imo. they could even lower the weight thats carryable for alvarins imo too so it would be another way of slowing down alavrins.
being about to survive more than any other class IS alvarin bro, its what it is. it has nothing else if you take the speed away.. n yh they should add more counter plays to it but taking the speed away means theres no counter to everyone dumpstering you lol
 

Jackdstripper

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being about to survive more than any other class IS alvarin bro, its what it is. it has nothing else if you take the speed away.. n yh they should add more counter plays to it but taking the speed away means theres no counter to everyone dumpstering you lol
And thats exaclty why Alvarina are the predominant race. You are either Alavarin, or your chances of survival are greatly diminished. Therfore everyone is Alvarian. How is that balanced?

This is a pvp game. Survival is the main point of the game. Nobody wants to be gimped because they didnt choose the 1 master race.
 
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theres numerous reasons why everyone plays alvarin bro it isnt just for the speed and running away/resetting. they got the HP and can do good damage output and then also speed.. HP is a oghmir trait, damage is a thursar trait, speed is the alvarin trait.. you guys want to take away the alvarin trait for the alvarin. lmfao, its actually laughable.
your chances of survival dont soley rely on your speed. theres other factors... your skill, armor you wear, weapons you use, trinkets etc i could prob list more but cbf bc its so obvious.
 

pooternackle

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alvarins can literally die when trying to run away also, what is this cope? alvarins die all the time.. u can literally keep pursuing him or not give chase and reset yourself. ogh and thursar can leave combat AND deal huge damage aswell.. what would be the difference in a human vs alvarin if you guys nerfed the speed? nothing..
Bad Alvarins die all the time. Good Alvarins never wait until they can be 1 shot by a longbow to reset, they always reset or run long before that occurs. Ogh and Thursar cannot leave combat, especially not if they are up against an Alvarin. No idea what game you're playing if you think otherwise.