An In-depth Mathematical Look at Why Healing is so Broken

Sally

Active member
Dec 2, 2023
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Healing in MO2 is, by a huge margin, the most unfair and broken thing in the game; and it branches into literally every major complaint people have about the game:

Mounted Archer?
Alvarin mobility?
Dex Mages?
Oghmir's being underpowered?
Alvarin majority?

I could go on...

All of these major issues can be attributed to the overwhelming imbalance of self healing in MO2.

Let's look at the numbers (based on 138 int):


SpellOutputCastManaRangeDPS / HPSMPSOutput per Mana
🩹 Lesser Heal24–37 (30.5)1.124200027.2 HPS3.577.63
🔥 Flamestrike70–86 (78)3.3045131023.6 DPS13.61.73
⚡ Thunderlash40–64 (52)2.4030230021.7 DPS12.51.73
⚡ Lightning37–47 (42)2.1020240020.0 DPS9.522.10
🌍 Earthquake66–78 (72)4.006050018.0 DPS15.01.20
🔹 Outburst31–37 (34)2.2013400015.5 DPS5.912.62
💨 Spurt8–12 (10)1.004300010.0 DPS4.02.50

(Fulmination was removed as it works on a delayed timer)

So, in terms of raw heals per second, they beat out all other ecu damage spells; with only a very short range Ecu spell (flamestrike) getting remotely near, but still 4 damage per second away, at a MASSIVE 45 mana cost, and 3.30 second cast time; and a tiny range of 1310 (which is like, 2-3 metres roughly).

So even with the most damaging spell, it barely comes near. But this is only a part of what makes this so unfair, something that the numbers do NOT show that really breaks lesser heal.

When cast on on the self:

LESSER HEAL DOES NOT HAVE TO BE AIMED, AND IT DOES NOT DEPEND ON POSITIONING.

ALL DAMAGE DOES DEPEND ON POSITIONING, AND MUST BE AIMED.


You would think, looking at these numbers, that lesser heal is already completely broken; when factoring in the costs, the cast time, the output.. I mean, my god, it is nearly the same cast speed as spurt, but with 3x more output... Like, how does this even get through testing? The mana cost?.. You will literally regenerate the mana spent by the time it comes to cast it again. Like, look at the cost difference here... 7.63 output PER MANA; all the other spells don't even come close to HALF of that.

Then, add to this, that to self heal you don't have to aim at all. Now; anyone who has played this game knows aiming can be tricky when you're trying to hit some tiny oil black mage, that runs faster than basically everyone with momentumless movement. You see the problem.

SV SIGNIFICANTLY UNDERESTIMATE HOW DIFFICULT IT IS TO LAND DAMAGE

This is again, why alvarins are so popular in general. Melee attacks require limited aiming; and their speed takes care of their positioning. So you end up with a game that is made up of mostly alvarins, because:

A) They are best to survive forever; as they can evade melee, which is the only way to do enough dps to reasonably stop spam healing
(even against melee, it is still broken, as when a melee swings, they drain stamina, and to cast does not drain stamina, and so they spam heal whilst being hit for a few seconds, or just block with a dagger, and then run away until they have space to heal; this becomes significantly worse when paired with a tower shield).

AND

B) Melee is the only way to come close to dealing with spam heal; and so playing the fastest race to match dex mages becomes the only realistic option.

Because if they did not, dex mages will kill everyone; and range magic/archery cannot reasonably stop them.

Like, even if you were the perfect archer (like me), and land basically every hit on their head, all they need is any piece of environment to stand behind for a couple of seconds, and they're back to full health with NO aiming required; no chance to miss... Like, guys... No offense, but do you even play your game? Have you looked at video footage of people playing your game?


"BUT CORRUPT!!!"

Let's take a look at corrupt shall we? But it would not be right to look at corrupt without purify; And i'll show you why corrupt is useless for stopping heals.

SpellEffectCastManaRangeDPSMPSOutput per Mana
☠️ CorruptBlocks healing + minor DoT (4–6 dmg)2.00920002.5 DPS4.50.56
✨ PurifyRemoves negative effects (incl. Corrupt)1.10520004.55


-One has to be aimed. One does not.
-One depends on positioning. One does not.
-One is half the cast time of the other.

So; you finally land corrupt.. Well done you.. How much time have you bought yourself?

ONE SECOND

You spend 2 seconds casting, you then have to wait for the shot to line up; to get into position.... You HOPE it lands...

And it's gone.

And the endless heal spam continues.

If you try to cast corrupt again; guess what?

You now have two seconds of cast, and you must aim and land it again; during these seconds, they've already healed themselves atleast 2+ times.

So, you're not doing enough damage to kill them, because you must dedicate yourself to casting corrupt, and corrupt is too slow to even stop them getting a heal off between needing to purify. So you have literally no way to stop their healing outside of just spamming spurt with perfect aim on this tiny fast moving character, with high magic resist (turning it to 3 damage per hit); and hoping it kills them before they get to any object they can stand behind for literally a couple of seconds, restoring them to full health. Miss one spurt? That is like 10 spurts erased by one lesser heal.

It is both impossible and frustrating.

This feels massively disrespectful to your ranged and slow moving damage dealing players; as you do not consider their efforts valid when you allow their damage to be so easily overwritten and avoided. A slow moving player ONLY has ranged as an option 99% of the time; and they just don't really exist as a threat in combat.

Imagine an oghmir for example; they manage to SOMEHOW sneak up and land a hit on a dex mage (which is an exceptionally rare occurrence)... If they do not kill them in a single hit, that damage is then erased in seconds; and that oghmir can now no longer catch up; and is fundamentally dead. Let's be realistic also, that Oghmir isn't getting close to begin with; and their archery is pointless as there is LoS opportunity everywhere.

Lesser heal, especially when coupled with mobility, quite literally shuts out the majority of builds, and results in MASSIVE build homogeny.


WHAT DOES THIS MEAN FUNDAMENTALLY?

It means you need to do more than 27.2 damage per second (roughly) to beat straight Lesser Heal spam from a mage. If you do not meet that threshold, you can never win.

27.2 DAMAGE PER SECOND

That is like the damage of an average alvarin sword hit against someone in mid armor (which mages wear too btw); but every second.


So,

If you can't stay on them because of your speed? You lose.

If you use range? You lose.


If you can't do enough damage to them before your stamina runs out? You lose.

DO YOU SEE THE PROBLEM YET?

Either your fights end in a heal spam stalemate, or one person is simply immortal to the other. 90% of fights on this game end up in someone heal spamming and running to safety.. Like, i once saw a fat oghmir mage who had :

4 zombies hitting them, an archer repeatedly headshotting them, and a skeletal mage spamming mental projectile and corrupt onto them whilst they very slowly spam healed through it and walked 50 metres to a house and logged out. Is that what you want your medieval fantasy game to be about? Heal loop immortality? That is literally all this game is the majority of the time. I'm using this example to show you the power of healing WITHOUT mobility.. Even without mobility it is STILL overwhelming; add mobility? You have Immortal Online 2.


Your game has a MASSIVE healing problem, and it NEEDS to be dealt with AS SOON AS POSSIBLE. It is the biggest root issue of your game that stems into the most common complaints with combat. It is a combat all-fix.

It feels like you've designed your game as if it uses tab targeting.. Like; these numbers might be okay on a game like WoW, where damage dealers can simply tab target, and never miss. It does NOT work AT ALL when damage dealers must deal with positioning AND aiming; when their damaging spells are also objectively and measurably inferior to the most basic healing spell that can never miss.
 
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Sally

Active member
Dec 2, 2023
259
154
43
(Rough % damage increase per 1 int, for anyone interested)

INT Range% per INT+10 INTFeel
60–1000.8–1.2%8–12%Very strong
~1000.7–0.9%7–9%Baseline
100–140+0.4–0.7%4–7%Diminishing
 

Emdash

Well-known member
Sep 22, 2021
3,428
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I appreciated whoever said that the more you self heal within a period of time, the less effective it should be.