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

Jaygrae

New member
Jul 14, 2020
28
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yes im suggesting that. i and everyone who plays alvarin or anyone who wants the game to actually be better should be calling for all the OP parts of alvarin to be nerfed.. but imo it shouldnt be the speed. letting alvarins run around in full steel is kinda dumb and they should rely mostly on medium armors give or take a 2 or 3 max steel heavy armor parts. more variation in the game is needed desperately
Then I have no issue with what you are suggesting. If the game was to go BACK to the way it was before turning Alvarin into super ninja's with massive spike damage and all the other cheeze factors, then keep the speed.

But the glaring issue still remains. How can you nerf their dmg enough to outweigh the trinkets that SV introduced and completely juiced to a point of no return? not to mention the mastery trees. This destroyed the balance we had BEFORE all these stupid changes.
 

Iloros

Active member
Dec 14, 2023
341
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yes im suggesting that. i and everyone who plays alvarin or anyone who wants the game to actually be better should be calling for all the OP parts of alvarin to be nerfed.. but imo it shouldnt be the speed. letting alvarins run around in full steel is kinda dumb and they should rely mostly on medium armors give or take a 2 or 3 max steel heavy armor parts. more variation in the game is needed desperately
"Main trait" is arbitrary and they would still remain the fastest and be able to reset just way less often/would require skill or luck, rn it requires literally nothing.

And then if you nerf stamina yeah they lose long chases especially sheevras.

You are going in circles and just randomly with no reason wanna keep the speed when its the easiest solution and exactly what they are doing. You would need to gut Alvarins hard dmg and health and utility wise to preserve their current speed and stam pool.

As I already said and you keep ignoring the ability to dictate the fight as much as they do rn has to come with an absurd cost of combat power, at which point the race would feel unfairly bad to play even though it is fair as you can always run.

The alternative is keeping most of your combat power and losing like 2.5% speed and 30 stam and some stam regen bs lol
 
Aug 17, 2024
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Then I have no issue with what you are suggesting. If the game was to go BACK to the way it was before turning Alvarin into super ninja's with massive spike damage and all the other cheeze factors, then keep the speed.

But the glaring issue still remains. How can you nerf their dmg enough to outweigh the trinkets that SV introduced and completely juiced to a point of no return? not to mention the mastery trees. This destroyed the balance we had BEFORE all these stupid changes.
imo SV fucked it up by giving that much extra damage/HP to players via trinkets. players extra source of damage output/HP should have been mainly on the mastery tree i think.. maybe they could keep some on the trinkets.. players should be relying more on their skill and not just all this free extra damage and HP.. then i think players would have to choose the more suited build/race to suit their playstyle etc.. i think the mastery tree is actually a really cool idea as it really gives players something to work towards and grind etc sure some things could be overtuned on it too but i think its really good for the game. it was mainly a problem to get to the mastery itself bc leveling to clade 20 was a pain but they seemingly changed the XP gain amount to make it easier for new players which is a good start
 
Aug 17, 2024
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"Main trait" is arbitrary and they would still remain the fastest and be able to reset just way less often/would require skill or luck, rn it requires literally nothing.

And then if you nerf stamina yeah they lose long chases especially sheevras.

You are going in circles and just randomly with no reason wanna keep the speed when its the easiest solution and exactly what they are doing. You would need to gut Alvarins hard dmg and health and utility wise to preserve their current speed and stam pool.

As I already said and you keep ignoring the ability to dictate the fight as much as they do rn has to come with an absurd cost of combat power, at which point the race would feel unfairly bad to play even though it is fair as you can always run.

The alternative is keeping most of your combat power and losing like 2.5% speed and 30 stam and some stam regen bs lol
every clade/race has a main trait even human bro.. human main trait is being the most balanced overall of the 4 races/clades.. no need to nerf the base speed if nerfing the stam regen and the overall stam like jaygrae mentioned would be more beneficial.
it may to you be the "easiest" solution but that doesnt mean its the right solution bro. playing alvarin with no speed would be so fucking aids to play, i think it would nerf it down to the worst race if you did it tbh.
nerf the alvarin HP and damage, alvarin speed clade maybe even stam regen and remove alvarin sight and i think its where it should be then. it is OP and has been it needs to be weakened.
being able to dictate the fight can literally go both ways.. your dictating the fight when you clobber the alvarin with 2 huge hits to make them reset/run away imo. ive watched you fight rivers a good few times iloros and its literally him running for his life for like 10mins until you finally get him lol.. sure maybe the better players can outplay you more, but there literally has to be a give and take on both sides. and thats why i suggest nerfing the HP, damage output, armor they can wear, alvarin speed clades, alvarin sight, spell interrupting etc instead of the one main thing alvarins need. they dont need all that other shit, base speed they do imo otherwise theres just no point in playing it.
bro the alvarin is supposed to be a weaker damage output race it isnt supposed to be standing and banging with oghs and thursars, its a rat race. its supposed to be weak and fast. if you actually made it the way its supposed to be, i guarantee so many people would switch off it to thursar and it wouldnt be meta to play anymore but still viable to play for most of the players that actually want to play alvarin and not these players who switch to the meta builds everytime somethign changes.
 

Iloros

Active member
Dec 14, 2023
341
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imo SV fucked it up by giving that much extra damage/HP to players via trinkets. players extra source of damage output/HP should have been mainly on the mastery tree i think.. maybe they could keep some on the trinkets.. players should be relying more on their skill and not just all this free extra damage and HP.. then i think players would have to choose the more suited build/race to suit their playstyle etc.. i think the mastery tree is actually a really cool idea as it really gives players something to work towards and grind etc sure some things could be overtuned on it too but i think its really good for the game. it was mainly a problem to get to the mastery itself bc leveling to clade 20 was a pain but they seemingly changed the XP gain amount to make it easier for new players which is a good start
If everyone lost -22% dmg -22 hp -9% defense alvarins would still be the most picked race by far.
 

Iloros

Active member
Dec 14, 2023
341
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28
every clade/race has a main trait even human bro.. human main trait is being the most balanced overall of the 4 races/clades.. no need to nerf the base speed if nerfing the stam regen and the overall stam like jaygrae mentioned would be more beneficial.
it may to you be the "easiest" solution but that doesnt mean its the right solution bro. playing alvarin with no speed would be so fucking aids to play, i think it would nerf it down to the worst race if you did it tbh.
nerf the alvarin HP and damage, alvarin speed clade maybe even stam regen and remove alvarin sight and i think its where it should be then. it is OP and has been it needs to be weakened.
being able to dictate the fight can literally go both ways.. your dictating the fight when you clobber the alvarin with 2 huge hits to make them reset/run away imo. ive watched you fight rivers a good few times iloros and its literally him running for his life for like 10mins until you finally get him lol.. sure maybe the better players can outplay you more, but there literally has to be a give and take on both sides. and thats why i suggest nerfing the HP, damage output, armor they can wear, alvarin speed clades, alvarin sight, spell interrupting etc instead of the one main thing alvarins need. they dont need all that other shit, base speed they do imo otherwise theres just no point in playing it.
bro the alvarin is supposed to be a weaker damage output race it isnt supposed to be standing and banging with oghs and thursars, its a rat race. its supposed to be weak and fast. if you actually made it the way its supposed to be, i guarantee so many people would switch off it to thursar and it wouldnt be meta to play anymore but still viable to play for most of the players that actually want to play alvarin and not these players who switch to the meta builds everytime somethign changes.
Main trait is arbitrary and can be nerfed. Your idea of just not being able to nerf the main trait is unheard of in gaming.

Quick thought experiment is if Thursars had 500% damage bonus, could I use the same argument and go "yeah you cant nerf Thursars damage thats their thinf" its stupid man it makes literally no sense. Its completely arbitrary theres 0 balance to this game and Alvarins could use a speed nerf. But again I beleive in nerfs so any nerf if you nerf enough works.

Rivers is 10x worse than me I would win 100/100 times if he was a Thursar in sub 30 seconds.

No you srent dictating the fight whrn you clobber a guy thats him making 2 mistakes and losing the hp coz thats how the fight works lol. He is the one that can without anyone making moves decixe when where and how to fight to chase to stall etc.
 
Aug 17, 2024
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Main trait is arbitrary and can be nerfed. Your idea of just not being able to nerf the main trait is unheard of in gaming.

Quick thought experiment is if Thursars had 500% damage bonus, could I use the same argument and go "yeah you cant nerf Thursars damage thats their thinf" its stupid man it makes literally no sense. Its completely arbitrary theres 0 balance to this game and Alvarins could use a speed nerf. But again I beleive in nerfs so any nerf if you nerf enough works.

Rivers is 10x worse than me I would win 100/100 times if he was a Thursar in sub 30 seconds.

No you srent dictating the fight whrn you clobber a guy thats him making 2 mistakes and losing the hp coz thats how the fight works lol. He is the one that can without anyone making moves decixe when where and how to fight to chase to stall etc.
bro legit listen to what you are saying. your saying main trait could be nerfed, sure it could be but why would it? its the main selling point/ best attribute of the class.. take your thursar for example should we nerf your huge damage output just bc its better than every other races? no bc that would be dumb af.
your thought experiment is null and void bro bc thursars dont have 500% damage bonus, neither do alvarins have a 500% speed bonus lol.. your just making non sensical arguments to suit your own. idk why your saying there no balance in the game when in fact there literally is.. otherwise your thursar would have 500% damage bonus and alvarins would have 500% speed bonus.. sure some things are unbalanced thats why we're all giving opinions on how to fix it. you just want to nerf the base speed without and reasoning or logical thinking other than "i want to catch them and kill them faster".. i got news for ya bud your not gona be able to catch and kill any alvarin on a slow thursar build.. its just not realistic.. sure over a certain distance if things like stam regen and overall stam was nerfed you eventually could catch them, but what your asking for is unreasonable bc you want to catch and kill them all the time bc you want their base speed nerfed over everything else that has been discussed.
your quit eliterally are dictating the fight in some way or another bro idk why you wont just admit to small things like this.. the alvarin inst doing the same damage output as you has weaker HP and yo hit him once or twice and he instantly has to reset or hes dead that is literally you dictating the fight bro, whether you like it or not.. sure if u call him resetting and healing coming back to get hit multiple more times and needing to reset over and over dictating sure i grant you that. bc you have to admit your making him reset therefore dictating the fight. the alvarins like you said makes two mistakes how many mistakes are you making? your acting like you cant retreat after making him reset bro. so your just standing there waiting for him to come back everytime? it just doesnt make sense for your argument bro.
i really think its just the better veela players youve got a problem with that reset bc they know they can. and with everything else we've mentioned its actually the reason theyre OP.. you'd be killing so many more of them if the nerfs we talked about to HP/ damage output etc was implemented which would end the whole convo of veela OP..
 

Iloros

Active member
Dec 14, 2023
341
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no ones saying to remove all the damage or hp from trinkets im simply using it as example of another example of certain things being OP in the game bro..
In relation to what are trinkets op? You can get cheap asf ones for nothing and they already 70% there with the best ones.
 

Iloros

Active member
Dec 14, 2023
341
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28
bro legit listen to what you are saying. your saying main trait could be nerfed, sure it could be but why would it? its the main selling point/ best attribute of the class.. take your thursar for example should we nerf your huge damage output just bc its better than every other races? no bc that would be dumb af.
your thought experiment is null and void bro bc thursars dont have 500% damage bonus, neither do alvarins have a 500% speed bonus lol.. your just making non sensical arguments to suit your own. idk why your saying there no balance in the game when in fact there literally is.. otherwise your thursar would have 500% damage bonus and alvarins would have 500% speed bonus.. sure some things are unbalanced thats why we're all giving opinions on how to fix it. you just want to nerf the base speed without and reasoning or logical thinking other than "i want to catch them and kill them faster".. i got news for ya bud your not gona be able to catch and kill any alvarin on a slow thursar build.. its just not realistic.. sure over a certain distance if things like stam regen and overall stam was nerfed you eventually could catch them, but what your asking for is unreasonable bc you want to catch and kill them all the time bc you want their base speed nerfed over everything else that has been discussed.
your quit eliterally are dictating the fight in some way or another bro idk why you wont just admit to small things like this.. the alvarin inst doing the same damage output as you has weaker HP and yo hit him once or twice and he instantly has to reset or hes dead that is literally you dictating the fight bro, whether you like it or not.. sure if u call him resetting and healing coming back to get hit multiple more times and needing to reset over and over dictating sure i grant you that. bc you have to admit your making him reset therefore dictating the fight. the alvarins like you said makes two mistakes how many mistakes are you making? your acting like you cant retreat after making him reset bro. so your just standing there waiting for him to come back everytime? it just doesnt make sense for your argument bro.
i really think its just the better veela players youve got a problem with that reset bc they know they can. and with everything else we've mentioned its actually the reason theyre OP.. you'd be killing so many more of them if the nerfs we talked about to HP/ damage output etc was implemented which would end the whole convo of veela OP..
Wym why why would it? Because its op.

I gave a Thursar example whwre Thursar has 500% damage bonus you fully ignored that part, you are actually dense asf. Yes if Rhursar had 500% dmg bonus and everyone played them you could trim off their dmg.

You shouldnt nerf Thursar damage now BECAUSE THEY ARENT OP AND NOONE PLAYS THEM, notice how new analytics data confirm what I was saying in relation to everything? Everything I asked to gwr nerfed is getting at the minimum proxy nerfed (by buffing comoetitors) or straifht nerfed like MA.

He has to reset thats not you dictating the fight are you 70iq lol??? "You dictating would be you hitting him and then still chasing him down him running away is LITERALLY him dictating the fight why would your dictation if rhe fight when your opponent is low be to RESET???
Cmon man you dont even know what words mean.

Yes again, you keep arguing with ghosts I always stood by the position that any relevanr stat nerf can work so yes if you neef their HP and dmg enough they would be balanced, however what the dispute is about is that there LITERALLY is no argument against nerfing their mobility, but there is an argument to be made for mobility nerfs being superior game design.
 
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In relation to what are trinkets op? You can get cheap asf ones for nothing and they already 70% there with the best ones.
exactly bro imo trinkets are overtuned on damage and probably HP.. but more so damage i think.. it just increases the TTK when it shouldnt be like that. especially when u can spam weapon abilities etc the damage adds up
 
Aug 17, 2024
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Wym why why would it? Because its op.

I gave a Thursar example whwre Thursar has 500% damage bonus you fully ignored that part, you are actually dense asf. Yes if Rhursar had 500% dmg bonus and everyone played them you could trim off their dmg.

You shouldnt nerf Thursar damage now BECAUSE THEY ARENT OP AND NOONE PLAYS THEM, notice how new analytics data confirm what I was saying in relation to everything? Everything I asked to gwr nerfed is getting at the minimum proxy nerfed (by buffing comoetitors) or straifht nerfed like MA.

He has to reset thats not you dictating the fight are you 70iq lol??? "You dictating would be you hitting him and then still chasing him down him running away is LITERALLY him dictating the fight why would your dictation if rhe fight when your opponent is low be to RESET???
Cmon man you dont even know what words mean.

Yes again, you keep arguing with ghosts I always stood by the position that any relevanr stat nerf can work so yes if you neef their HP and dmg enough they would be balanced, however what the dispute is about is that there LITERALLY is no argument against nerfing their mobility, but there is an argument to be made for mobility nerfs being superior game design.
i fully ignored your 500% thursar damage bonus bc its a lazy argument. we all know they dont do that much damage and if they did obvious it would need to be nerfed.
no ones even saying thursar damage should be nerfed anyway so idk what your argument is.
you literally made the guy reset therefore you dictated him needing to run away/reset lol.. idk if you know what words mean or if you just argue nosense to suit your own agenda bro, if youre so bad at the game and let a guy dictate what you do, thats on you. your chasing a guy knowing yourself your not going to catch him and then getting mad he outruns your slow ass thursar character.. it was your choice to choose a slow running thursar character, your literally cant have everything in a game like mortal bro.
you cant throw out an insult of not knowing what words mean when you cant even spell and put together an actual sentence to where its understandable. or either you just get so mad at someone else opinion you just rage type responses. its not a good look.
you still never responded to my question about what exactly you would nerf about speed, specific numbers etc. isnt that kind of funny?
please explain in great detail what specifically it is you would change about the speed on alvarin...
 
Aug 17, 2024
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exactly bro imo trinkets are overtuned on damage and probably HP.. but more so damage i think.. it just increases the TTK when it shouldnt be like that. especially when u can spam weapon abilities etc the damage adds up.. and we all know most fights arent usually 1v1s.. your going to be outnumbered most of teh time so its going to be an even quicker death
 

Iloros

Active member
Dec 14, 2023
341
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exactly bro imo trinkets are overtuned on damage and probably HP.. but more so damage i think.. it just increases the TTK when it shouldnt be like that. especially when u can spam weapon abilities etc the damage adds up
Make up your mind do they give too much or too little dmg, increasing ttk means people are tankier. They give defenses and HP that counteract the dagame given...
 

Iloros

Active member
Dec 14, 2023
341
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i fully ignored your 500% thursar damage bonus bc its a lazy argument. we all know they dont do that much damage and if they did obvious it would need to be nerfed.
no ones even saying thursar damage should be nerfed anyway so idk what your argument is.
you literally made the guy reset therefore you dictated him needing to run away/reset lol.. idk if you know what words mean or if you just argue nosense to suit your own agenda bro, if youre so bad at the game and let a guy dictate what you do, thats on you. your chasing a guy knowing yourself your not going to catch him and then getting mad he outruns your slow ass thursar character.. it was your choice to choose a slow running thursar character, your literally cant have everything in a game like mortal bro.
you cant throw out an insult of not knowing what words mean when you cant even spell and put together an actual sentence to where its understandable. or either you just get so mad at someone else opinion you just rage type responses. its not a good look.
you still never responded to my question about what exactly you would nerf about speed, specific numbers etc. isnt that kind of funny?
please explain in great detail what specifically it is you would change about the speed on alvarin...
Its not a lazy argument and you dont get to ignore it. You have to make an argument as to why Alvarins shouldnt get their speed nerfed. I heard none. The 500% dmg Thursar counters the "main trait shouldnt be nerfed" take that never made sense to bwgin with.

"It was your choice to play off meta that cant compete instead of meta thats op and cant die if played well" actual brain damage Alvarin main as usual lol
 

Dargelar

Member
Nov 1, 2021
41
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Since you’re such an experienced player, tell me—what, in your opinion, does racial balancing actually mean?

Where exactly are humans a “balanced” race? They have slightly more stat points than the other races, but their average stats don’t give them any real advantage in anything.
Spell it out for me: what is there about humans that would actually make me want to pick them?

Oghmirs and Thursars are stuck with magical vulnerability in exchange for defense and damage. And unlike speed, that defense and damage actually require skill to use effectively.

So what’s the downside for Alvarins?
They have almost the same number of stats as humans, and they also get access to a hybrid build (and why is that even a thing?).
The difference in health compared to humans is negligible.
They can use every weapon in the game.
They’ve got a legitimate “wall hack,” which is just nonsense in a game like this.
They have a reduced aggro range, which, combined with their speed, breaks dungeon algorithms and lets them ignore mobs.
They can jump over most obstacles in combat and take no fall damage.
They don’t have any real vulnerability—reduced physical damage taken isn’t a “vulnerability.”

First, I think it’s wrong to have agility as the only stat that determines movement speed. In my opinion, height should matter too: the longer the legs, the faster the character. As it turns out, speed matters more than raw damage—so we could easily drop the damage bonus in favor of more speed.
Having both super‑stats—fast running and fast combat mobility—is too much. We need a fairer split between what passive sprint and active maneuverability actually give. It shouldn’t be a whole bundle of advantages with zero penalty (like, say, a −6 kg armor weight reduction).

I won’t have any issues with the Alvarin’s speed if I get enemy‑control skills in return, or if the game introduces a rule where taking damage while running causes an injury that forces you out of the running state.
But right now, the game’s rules are entirely on one side’s side: the “auto‑save” mechanic of speed is just silly. Alvarins are basically the low‑skill option, and people use them because they’re tired of wasting time and resources on other races.

Unlike other racial abilities, which depend on the situation or the opponent’s actions, running depends only on the player. It shouldn’t have the same effective value as, say, an Oghmir’s defense or a Thursar’s attack.

As for magic and damage reduction—come on, and this is coming from someone with 6k hours in the game? Even if you weaken magic by 50%, it won’t change anything: hitting a target once or twice makes no real difference.

Magic in this game has a ton of problems:
- It’s way too easy and has no real consequences.
- Practically only Alvarins can avoid magical damage by breaking the distance; other races don’t have that option.
- Magic is unpredictable: you can only tell what spell was cast by its effect. Ecumenical spells are completely invisible.
- Mages in this game are like Thanos snapping their fingers and taking half a character’s health away from anyone.

None of this fits the rules of competitive player‑vs‑player conflict. The opponent should be able to tell what’s being used against them and have a real chance to avoid the damage, not just rely on passive tools like magic resistance.

What magic needs:
  1. Spell costs should depend on the specific magic school’s progression, not on a single convenient “all‑schools” skill that lowers costs for everything—that’s just bad design.
  2. Casting and charging should be different for each school, and players should be able to see which school a mage is currently using (including which spells they’ve memorized and are ready to cast).
  3. All spells should have slowed travel and clear visual flight paths (you can balance it by increasing the area of effect). Only beam‑type spells (with instant activation) should be truly instant.
    Or add an extra short cast when activating a memorized spell: if you create a spell and don’t use it immediately (within 1 second), storing it in memory should require a brief recast (0.5–1 second) when you finally trigger it. Every action needs a clear visual effect.
  4. Increase spell difficulty based on the caster’s state: standing still, moving, running, jumping, mounted (walking vs. fast run vs. gallop). Each situation should add its own difficulty modifier. If a cast is interrupted (including voluntarily), apply a “magic backlash” effect to the mage with all the fun consequences. Also penalize leaving a spell in memory without using it.

Mage gameplay shouldn’t be “pew‑pew.” It should depend not just on positioning, but also on following internal timings and directional rules for magic.

Why are fast Alvarin mages so overpowered? Because when they choose magic, they completely bypass all the race’s weaknesses and keep only the strengths. Fast mages have no real limitations except health—they’re basically playing Counter‑Strike with automatic rifles against opponents with knives. Why should some players have to risk and sweat while others just press a “win” button?
 
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Morwen

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Mar 18, 2021
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I guess it doesnt matter at which year I check the forums. Alvarin is always OP.

Dont worry guys, UE6 and a new continent will fix the game. Just go play wow meanwhile as Henrik said.
 

Emdash

Well-known member
Sep 22, 2021
3,512
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Since you’re such an experienced player, tell me—what, in your opinion, does racial balancing actually mean?

Where exactly are humans a “balanced” race? They have slightly more stat points than the other races, but their average stats don’t give them any real advantage in anything.
Spell it out for me: what is there about humans that would actually make me want to pick them?

Oghmirs and Thursars are stuck with magical vulnerability in exchange for defense and damage. And unlike speed, that defense and damage actually require skill to use effectively.

So what’s the downside for Alvarins?
They have almost the same number of stats as humans, and they also get access to a hybrid build (and why is that even a thing?).
The difference in health compared to humans is negligible.
They can use every weapon in the game.
They’ve got a legitimate “wall hack,” which is just nonsense in a game like this.
They have a reduced aggro range, which, combined with their speed, breaks dungeon algorithms and lets them ignore mobs.
They can jump over most obstacles in combat and take no fall damage.
They don’t have any real vulnerability—reduced physical damage taken isn’t a “vulnerability.”

First, I think it’s wrong to have agility as the only stat that determines movement speed. In my opinion, height should matter too: the longer the legs, the faster the character. As it turns out, speed matters more than raw damage—so we could easily drop the damage bonus in favor of more speed.
Having both super‑stats—fast running and fast combat mobility—is too much. We need a fairer split between what passive sprint and active maneuverability actually give. It shouldn’t be a whole bundle of advantages with zero penalty (like, say, a −6 kg armor weight reduction).

I won’t have any issues with the Alvarin’s speed if I get enemy‑control skills in return, or if the game introduces a rule where taking damage while running causes an injury that forces you out of the running state.
But right now, the game’s rules are entirely on one side’s side: the “auto‑save” mechanic of speed is just silly. Alvarins are basically the low‑skill option, and people use them because they’re tired of wasting time and resources on other races.

Unlike other racial abilities, which depend on the situation or the opponent’s actions, running depends only on the player. It shouldn’t have the same effective value as, say, an Oghmir’s defense or a Thursar’s attack.

As for magic and damage reduction—come on, and this is coming from someone with 6k hours in the game? Even if you weaken magic by 50%, it won’t change anything: hitting a target once or twice makes no real difference.

Magic in this game has a ton of problems:
- It’s way too easy and has no real consequences.
- Practically only Alvarins can avoid magical damage by breaking the distance; other races don’t have that option.
- Magic is unpredictable: you can only tell what spell was cast by its effect. Ecumenical spells are completely invisible.
- Mages in this game are like Thanos snapping their fingers and taking half a character’s health away from anyone.

None of this fits the rules of competitive player‑vs‑player conflict. The opponent should be able to tell what’s being used against them and have a real chance to avoid the damage, not just rely on passive tools like magic resistance.

What magic needs:
  1. Spell costs should depend on the specific magic school’s progression, not on a single convenient “all‑schools” skill that lowers costs for everything—that’s just bad design.
  2. Casting and charging should be different for each school, and players should be able to see which school a mage is currently using (including which spells they’ve memorized and are ready to cast).
  3. All spells should have slowed travel and clear visual flight paths (you can balance it by increasing the area of effect). Only beam‑type spells (with instant activation) should be truly instant.
    Or add an extra short cast when activating a memorized spell: if you create a spell and don’t use it immediately (within 1 second), storing it in memory should require a brief recast (0.5–1 second) when you finally trigger it. Every action needs a clear visual effect.
  4. Increase spell difficulty based on the caster’s state: standing still, moving, running, jumping, mounted (walking vs. fast run vs. gallop). Each situation should add its own difficulty modifier. If a cast is interrupted (including voluntarily), apply a “magic backlash” effect to the mage with all the fun consequences. Also penalize leaving a spell in memory without using it.

Mage gameplay shouldn’t be “pew‑pew.” It should depend not just on positioning, but also on following internal timings and directional rules for magic.

Why are fast Alvarin mages so overpowered? Because when they choose magic, they completely bypass all the race’s weaknesses and keep only the strengths. Fast mages have no real limitations except health—they’re basically playing Counter‑Strike with automatic rifles against opponents with knives. Why should some players have to risk and sweat while others just press a “win” button?

@ humans: mounted. A lot of people are as triggered by mounted as they are by alv.

Basic flaw for humans: to be a successful hybrid, you want break away SPEED.

Humans could get wep out casting, they could be the one race that actually casts without being interruptable. Many ways to go.

The problem w/ magic is as some dude said, you shouldn't be able to just stack all the schools. If they want to truly make it action point based, then they need to really look at the point investment it takes to add certain spells, like what 59 for death hand?

I'm so tired of talking about this shit, but it pains me to see people actually trying to discuss shit. It's like... in the game I play, which is trending toward GOOD, NBA 2k: players have attributes and then they have BADGES which are, I dunno, kinda like clades in a way, and those badges can have levels. They finally made it so each badge has a different value, which goes up the higher level it is, and you have a pool of 'badge points.'

That was a big step for the game, and yea I WAS TELLING THEM TO DO THAT, along with many people, I am sure. You have to be governed by more than break points to keep you from picking all of the best shit. That is 100x on MO2.

Unfort, SV is not trying to make a good game, so you are TROLLING YOURSELF. I agree w/ what other people said in that we should find a different game with some level of potential and just boost them.

Stop trolling yourself by trying to debate MO balance.
 

Dargelar

Member
Nov 1, 2021
41
9
8
My proposed changes for testing an optimal gameplay balance.

Alvarin
- The Alvarin should give up two amplification bonuses and keep only the positioning bonus (10 % running speed) while losing the movement bonus. They should also get an armor weight penalty: +1.5 kg × 2.
- The detailed “wall hack” should be reworked into a silhouette‑formation mechanic where it’s impossible to identify the class, race, or object type (player/NPC). Players would only see the number of targets and their distance.
- Personal acceleration should only boost running speed and lose its penetration bonus, since this ability is now meant for escaping rather than fighting. It could be replaced with temporary resistance or a magic reflection effect — that would actually be better than the current version.
- Instead, the general speed buff should increase allies’ combat speed but not their running speed. This buff could even be strengthened so its effect is clearly noticeable.

(The stacking effects of the “shout” bonus have always been a bad idea; it’d be best to remove them for all races. I’d recommend replacing it with a forced cooldown trigger for the racial mass‑buff ability of all affected allies (except members of the same race). For example, if an Oghmir and a Thursar are hit by the Alvarin’s speed effect, they automatically trigger their own ally‑buff ability (without the effect being applied), but if an Alvarin is hit by their own racial effect, the ability doesn’t go on cooldown.)

Enhanced jumps should become an active mode that the Alvarin can activate (similar to Adamantium mode), using the effect at the cost of increased stamina consumption. Falling from heights should also be tied to activating this ability, and half the fall damage should be absorbed from the stamina pool instead of being free as it is now. The Alvarin race shouldn’t rely entirely on passive and cost‑free skills; using their advantages should require active skill, just like with any other race.

The difference in maximum health between Humans and Alvarins should be at least 10–15 %, enough to represent the cost of a single hit, not like it is now. The difference between Humans and Thursars should also be around 10–15 %, while the gap between Humans and Oghmirs should be up to 40 %.

To achieve this, I’d suggest a general stat boost for the character followed by an increase in the total pool of secondary stats.
Strength - +1 stamina and health
Agility - +2 stamina
Constitution - +2 health
Intelligence - +1 mana and double the mana regeneration effect
Psyche - +2 mana

Speed nerf and optimization
Running speed should increase in steps tied to values divisible by ten: running speed for stats 80–89 should be the same.
Movement speed should increase in steps tied to values divisible by five: movement speed for stats 80–84 should be the same.
Height should affect walking speed: for every 2 cm above or below 180 cm, add or subtract a +1 Agility bonus to walking speed calculations.

Adapt passive magic resistance into a hybrid, mana‑dependent system
Keep the base magic resistance but add several mechanics:

  1. By default, 25 % of magic damage is absorbed by mana, consuming an equal amount of mana (if available). If there’s no mana left, the full damage hits the target.
    (This creates a shield‑like damage reduction with a balanced trade‑off: spending mana to reduce incoming magic damage.)
  2. Rework the current “uber‑important” magic protection skill into an adaptable, situational tool rather than a universal one. Change it so it increases the percentage of magic damage absorbed by mana from 25–75 %. This would let players adjust the effect to their needs: from maximum absorption to a more balanced damage reduction.
    (Give Humans an additional 25 % passive bonus so they can create 100 % mana‑based shields — at least this way their stat pool would be useful somewhere.)
  3. Balance the increased mana gain from Psyche by reducing magic healing proportionally to the character’s magic resistance.
With these changes, every race member would be able to reflect at least 100 points of magic damage. Mages would no longer be locked into investing heavily in Psyche and could instead focus on Strength, opting out of a large mana pool. Mana regeneration would become important for all characters.

Make armor weight thresholds dynamic instead of fixed, based on the character’s total armor carry capacity:
- Light load (no mana regen penalty) up to 30 % of max armor weight
- Medium load (no stamina regen penalty; or, better, a stamina consumption penalty while running; mana regen penalty applies) 31–60 %
- Heavy load (stamina regen penalty; or, better, stamina consumption penalty while running; mana regen penalty) 61–100 %
- Super‑heavy load (running disabled; mount mounting time × 5) 101–120 %
 
Aug 17, 2024
70
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Make up your mind do they give too much or too little dmg, increasing ttk means people are tankier. They give defenses and HP that counteract the dagame given...
what do u mean make up my mind? the damage on trinkets is overtuned.. maybe less so could be said for the HP bc we want the TTK to actually be longer but we shouldnt have to rely solely on +22 HP trinkets for it to be a thing.