This thread is devoted to improving the game as I see it. Please post you opinions and wishes for the game below and I may incorporate into this post. This post will be bumped monthly and changes will be one lined once the change has been implemented. These requests are probably going to piss a lot of people off, but they will be good for the game.
Items
Huskweave: Change to modified version of Iron Fur. +5% on slash & blunt, -10% on pierce. Huskweave in it's current implementation completely removes the use of any silks and the 100 primary point requirement to use silks. Reclassify under Arthropod Produce.
Wood: Increase all wood durability gain by 10% per each tier of wood. Wood is not used due to its lack of durability and requirement of additional 100~200 primary points. Allow wood to be used in Plate Armor like we had in MO1
Lower Advanced Dendrology woods mass by 10%.
Swap Greywoods mass and slash defense with Blackwoods mass and slash defense.
(E.G. Spongewood would gain 10% durability where as Stonewood would gain 100% durability)
Bone: Swap Incisium and Iron Bone defensive stats.
Lower all durability of bone by 25%.
Carapaces: Only be usable on shields and Laminated Armor types.
Metals: Lower the mass of Bleck, Cuprum, Bron, Aabam, and Skadite by 20%
Match and then raise the defenses of each to the following.
Bleck = Arthropod Carapace +1 all defenses
Cuprum = Crustacean Carapace +2 all defenses
Bron = Reptile Carapace +1 all defenses
Aabam = Heavy Carapace +2 all defenses
Skadite = Pansar Carapace +5 all defenses
Plate Armor: Increase blunt resistance by +20%.
Magic: Magical Essence added to town and TC magic vendor. Item cost is 1 gold.
Sword, Spear, and Dagger blunt damage reduced by 50%.
Soul bound items such as the Steel Shortsword and the Torch Head have been removed from the game.
General System Changes
Spell books now have charges. Spell books can be charged with Magical Essence.
Basic spell books can be charged up to one charge.
Lexicon of Death can be charged up to two charges.
Omnibus can be charged up to three charges.
Torches can be equipped in the Shield slot now.
Players can be knocked down by high mass mounts running into them. This can be counteracted with Knockdown Resistance at 100.
War now effect a maximum ally count of 5. This includes the caster.
Attack [Arm] hit box removed from the game.
Handle hits from normal weapon strikes removed from the game.
The last two nodes of the potion tree on mastery increase thirst regen by 5% for each node.
5 Thirst consumed upon a successful cleanse or magic reflect.
Magic Resistance potions cap out at 10% maximum with 1% resistance equal to 1 thirst.
Shields are no longer displayed in game if the person is not in combat mode.
Tower Shields require 50 Strength to equip.
Zoology lores no long provide bonus damage and damage received reduction to player owned pets.
Magic now longer received bonus damage dealt to player owned pets.
Melee Combat System
Charge Flash Feint removed from the game.
Parry, Feint, Attack no longer maintains the full damage effect from the parry.
Parries no longer deal bonus damage.
Camera is locked upon the released of an attack.
All weapons take 1 second to full charge.
All weapons take 1 second to full animate a swing.
A swings can be released at 0.25 seconds of charge time.
All weapons take 1.5 seconds to perform a heavy attack. Heavy Attacks deal 125% damage.
Damage scales exponentially with charge time. 0.25 seconds charge = 10% damage. 1.0 seconds = 100% damage block can only be attempted every 0.5 seconds.
Stamina drain in subtracted at the completion of a charge and at the execution of a swing.
1 kg weapons and below consume 10 stamina on charge and 10 stamina on swing. Stamina consumption is increased by 10 and 10 respectively for each whole kg added to the weapons mass. Weapon mass values are rounded up to the nearest whole kg.
Magic
The [Resist] effect is removed from the game.
Psyche reduces the magic damage received linearly at a slope of 2.0.
Intelligence damage scaling is reduced by 10% every 10 attributes past 110 intelligence.
Summoned Walkers attack targets 25% closer to the target.
When Ahk Bond is cast on a walker, the effect is spread across all walkers. Ahk Bond will not share between pets and walkers. If Ahk Bond is cast on a group of walkers and a pet, damage will be dealt to the pets prior to the pet. If the walkers die, all Ahk Bond damage will be forwarded to the pet regardless if new walkers are created.
Sacrificial Heal no longer consumes mana.
Elemental Golems are added to the game.
Elemental Zoning abilities now last 30 seconds.
Elemental no longer penetrates through objects such as walls
Physical Damage
Strength damage bonus scaling is reduced by 10% every 10 attributes past 110 Strength.
Physical damage bonus past 20% requires double the height for one change in damage.
Physical damage bonus past 30% requires triple the height for one change in damage.
Skills
Earthquake: The damage done by Earthquake is compared against the targets Knockdown Resistance in order to trigger a knock down off of a mount.
Swimming and it's secondaries no longer take primary points. All skills at 100 by default. Total Action point pool reduced by 50.
Sprinting no longer takes primary points. Skill defaulted to 100. Total Action point pool reduced by 50.
Animal Care and Veterinary no longer take primary points and are set to 100 as default.
Controlled Riding: Lowers the stamina usage rate by 50%.
Swift Riding: Lowers the effect that armor has on a pets speed and it's turning rate by 0-100% linearly.
Active Regeneration: Raises the tick rate of health healing by 400%
Meditation: Raises the tick rate of mana gain by 400%
Mounted Archery: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Combat: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Magery: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Charge: Skill set to 100 as default and removed from the game.
Landing Technique set to 100 as default and removed from the game.
The damage dealt by Brawling is modified by the user's melee damage bonus, or the user's dexterity divided by 10.
Which ever is greater will be added to the damage dealt by Brawling.
Unarmed Technique: All weapons can now be parried using the user's fist. The blocked attack will have an additional tag of [Grapple] applied to the blocks. The [Block] and [Parry] tags will still be retained for damage purposed. 100 Unarmed Technique reduces the damage taken from the block linearly, and when Unarmed Technique is 100 the penalty from a difference in strength is removed. Blocked attacks with the [Parry] and [Grapple] tag will also trigger a 1 meter knockback if Unarmed Technique is at 100. This effect can be toggled on or off by the user. Cooldown 300 seconds.
Unarmed Abilites:
Raging Fists: Quickly attack an enemy and target their pressure points. Spend 4 adrenaline to perform 4 quick attacks Up, Down, Left, Right. Each attack that lands removes 10 stamina from the target.
Ki Blast: Automatically counter an enemies attack by draining your mana to perform an explosive blast that launches the attack backwards. Consumes 2 adrenaline and 60 mana. The attacker is pushed back 6 meters. The Knockback Distance can be reduced with Knocback Resistance and the Oghmir's Resolute clade gift.
Dragon Fist: Quickly jab (Down) at an enemy exhausting 3 adrenaline inflicting stasis on them if the attack is successful. Statis halts health, mana, and stamina regeneration for 10 seconds. The duration of stasis cannot be extended or refreshed.
Attributes
Constitution grants 2 points of health per point.
Dexterity grants 2 points of stamina per point
Strength grants 1 point of stamina per two points.
Constitution grants 1 point of stamina per two points.
Combat movement speed at 25 dexterity is 400.
Height no longer adds to a players maximum health.
Minimum height is now 170 cm.
Items
Huskweave: Change to modified version of Iron Fur. +5% on slash & blunt, -10% on pierce. Huskweave in it's current implementation completely removes the use of any silks and the 100 primary point requirement to use silks. Reclassify under Arthropod Produce.
Wood: Increase all wood durability gain by 10% per each tier of wood. Wood is not used due to its lack of durability and requirement of additional 100~200 primary points. Allow wood to be used in Plate Armor like we had in MO1
Lower Advanced Dendrology woods mass by 10%.
Swap Greywoods mass and slash defense with Blackwoods mass and slash defense.
(E.G. Spongewood would gain 10% durability where as Stonewood would gain 100% durability)
Bone: Swap Incisium and Iron Bone defensive stats.
Lower all durability of bone by 25%.
Carapaces: Only be usable on shields and Laminated Armor types.
Metals: Lower the mass of Bleck, Cuprum, Bron, Aabam, and Skadite by 20%
Match and then raise the defenses of each to the following.
Bleck = Arthropod Carapace +1 all defenses
Cuprum = Crustacean Carapace +2 all defenses
Bron = Reptile Carapace +1 all defenses
Aabam = Heavy Carapace +2 all defenses
Skadite = Pansar Carapace +5 all defenses
Plate Armor: Increase blunt resistance by +20%.
Magic: Magical Essence added to town and TC magic vendor. Item cost is 1 gold.
Sword, Spear, and Dagger blunt damage reduced by 50%.
Soul bound items such as the Steel Shortsword and the Torch Head have been removed from the game.
General System Changes
Spell books now have charges. Spell books can be charged with Magical Essence.
Basic spell books can be charged up to one charge.
Lexicon of Death can be charged up to two charges.
Omnibus can be charged up to three charges.
Torches can be equipped in the Shield slot now.
Players can be knocked down by high mass mounts running into them. This can be counteracted with Knockdown Resistance at 100.
War now effect a maximum ally count of 5. This includes the caster.
Attack [Arm] hit box removed from the game.
Handle hits from normal weapon strikes removed from the game.
The last two nodes of the potion tree on mastery increase thirst regen by 5% for each node.
5 Thirst consumed upon a successful cleanse or magic reflect.
Magic Resistance potions cap out at 10% maximum with 1% resistance equal to 1 thirst.
Shields are no longer displayed in game if the person is not in combat mode.
Tower Shields require 50 Strength to equip.
Zoology lores no long provide bonus damage and damage received reduction to player owned pets.
Magic now longer received bonus damage dealt to player owned pets.
Melee Combat System
Charge Flash Feint removed from the game.
Parry, Feint, Attack no longer maintains the full damage effect from the parry.
Parries no longer deal bonus damage.
Camera is locked upon the released of an attack.
All weapons take 1 second to full charge.
All weapons take 1 second to full animate a swing.
A swings can be released at 0.25 seconds of charge time.
All weapons take 1.5 seconds to perform a heavy attack. Heavy Attacks deal 125% damage.
Damage scales exponentially with charge time. 0.25 seconds charge = 10% damage. 1.0 seconds = 100% damage block can only be attempted every 0.5 seconds.
Stamina drain in subtracted at the completion of a charge and at the execution of a swing.
1 kg weapons and below consume 10 stamina on charge and 10 stamina on swing. Stamina consumption is increased by 10 and 10 respectively for each whole kg added to the weapons mass. Weapon mass values are rounded up to the nearest whole kg.
Magic
The [Resist] effect is removed from the game.
Psyche reduces the magic damage received linearly at a slope of 2.0.
Intelligence damage scaling is reduced by 10% every 10 attributes past 110 intelligence.
Summoned Walkers attack targets 25% closer to the target.
When Ahk Bond is cast on a walker, the effect is spread across all walkers. Ahk Bond will not share between pets and walkers. If Ahk Bond is cast on a group of walkers and a pet, damage will be dealt to the pets prior to the pet. If the walkers die, all Ahk Bond damage will be forwarded to the pet regardless if new walkers are created.
Sacrificial Heal no longer consumes mana.
Elemental Golems are added to the game.
Elemental Zoning abilities now last 30 seconds.
Elemental no longer penetrates through objects such as walls
Physical Damage
Strength damage bonus scaling is reduced by 10% every 10 attributes past 110 Strength.
Physical damage bonus past 20% requires double the height for one change in damage.
Physical damage bonus past 30% requires triple the height for one change in damage.
Skills
Earthquake: The damage done by Earthquake is compared against the targets Knockdown Resistance in order to trigger a knock down off of a mount.
Swimming and it's secondaries no longer take primary points. All skills at 100 by default. Total Action point pool reduced by 50.
Sprinting no longer takes primary points. Skill defaulted to 100. Total Action point pool reduced by 50.
Animal Care and Veterinary no longer take primary points and are set to 100 as default.
Controlled Riding: Lowers the stamina usage rate by 50%.
Swift Riding: Lowers the effect that armor has on a pets speed and it's turning rate by 0-100% linearly.
Active Regeneration: Raises the tick rate of health healing by 400%
Meditation: Raises the tick rate of mana gain by 400%
Mounted Archery: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Combat: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Magery: Skill Range 0-69, 95% damage reduction. Skill Range 70-100, 50-0% linear, damage reduction.
Mounted Charge: Skill set to 100 as default and removed from the game.
Landing Technique set to 100 as default and removed from the game.
The damage dealt by Brawling is modified by the user's melee damage bonus, or the user's dexterity divided by 10.
Which ever is greater will be added to the damage dealt by Brawling.
Unarmed Technique: All weapons can now be parried using the user's fist. The blocked attack will have an additional tag of [Grapple] applied to the blocks. The [Block] and [Parry] tags will still be retained for damage purposed. 100 Unarmed Technique reduces the damage taken from the block linearly, and when Unarmed Technique is 100 the penalty from a difference in strength is removed. Blocked attacks with the [Parry] and [Grapple] tag will also trigger a 1 meter knockback if Unarmed Technique is at 100. This effect can be toggled on or off by the user. Cooldown 300 seconds.
Unarmed Abilites:
Raging Fists: Quickly attack an enemy and target their pressure points. Spend 4 adrenaline to perform 4 quick attacks Up, Down, Left, Right. Each attack that lands removes 10 stamina from the target.
Ki Blast: Automatically counter an enemies attack by draining your mana to perform an explosive blast that launches the attack backwards. Consumes 2 adrenaline and 60 mana. The attacker is pushed back 6 meters. The Knockback Distance can be reduced with Knocback Resistance and the Oghmir's Resolute clade gift.
Dragon Fist: Quickly jab (Down) at an enemy exhausting 3 adrenaline inflicting stasis on them if the attack is successful. Statis halts health, mana, and stamina regeneration for 10 seconds. The duration of stasis cannot be extended or refreshed.
Attributes
Constitution grants 2 points of health per point.
Dexterity grants 2 points of stamina per point
Strength grants 1 point of stamina per two points.
Constitution grants 1 point of stamina per two points.
Combat movement speed at 25 dexterity is 400.
Height no longer adds to a players maximum health.
Minimum height is now 170 cm.
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