Balancing Risk and Reward – The Case for Magical Weapons in Mortal Online 2

soulpcbr

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Dec 20, 2023
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Fellow adventurers of Mortal Online 2,

We all know that risk vs. reward is a core principle that makes our game thrilling and fair. However, there’s a glaring imbalance that threatens this foundation: the sheer power and low investment of naked Sheevra mages.

The Problem: Unfair Advantage for Naked Mages

Currently, a naked Sheevra mage armed with nothing but a handful of reagents can easily take down a fully equipped warrior, no matter the cost of their armor. This happens because:

  1. High Mana Regeneration: A mage without armor regenerates mana at an absurd rate, enabling them to spam devastating spells like spurt and corrupt.
  2. No Damage Penalty: Unlike physical combat, a mage’s spell damage isn’t affected by their lack of gear, meaning they can deal the same damage as if they were fully equipped.
  3. Unreachable Mobility: Races like Thursars, Humans, and Oghmirs struggle to catch Sheevra mages due to their superior mobility, making it impossible for melee players to close the gap and fight back effectively.
  4. Zero Risk, High Reward: Players like Fastkill from Koto abuse this setup with no investment while reaping immense rewards. It’s entirely at odds with the game’s ethos of risk and reward.
This imbalance stifles gameplay diversity and undermines skill expression. Even top-tier players like Slasher, renowned for their abilities, are overshadowed by the antics of naked mages, which hurts the game’s appeal on streams and videos.

The Solution: Magical Weapons – Wands and Staves

To address this imbalance, I propose the introduction of magical weapons, such as wands and staves, which would fundamentally change the dynamics of mage gameplay.

Key Features of Magical Weapons

  1. Wands:
    • One-handed: Can be paired with a shield or kept free.
    • Damage Type: Deals piercing damage when used for physical attacks.
    • Mana Regeneration: Provides a higher boost to mana regen and spell damage.
    • Parry: Absorbs less damage when parrying.
  2. Staves:
    • Two-handed: Cannot be paired with a shield.
    • Damage Type: Deals blunt damage when used for physical attacks.
    • Mana Regeneration: Offers a smaller boost to mana regen and spell damage.
    • Pet Buffs: Enhances the damage output of pets for dominators.
    • Parry: Absorbs more damage when parrying, making it a stronger defensive option.

Impact on Gameplay

  • Risk and Reward Rebalanced: Mages would now need to invest in gear (wands, staves, and armor) to maximize their effectiveness, just like warriors who invest in steel armor, weapons, and potions.
  • Diverse Playstyles: Magical weapons would allow for greater build variety, encouraging mages to choose gear that complements their strategy, whether focusing on mobility, damage, or pet synergy.
  • Greater Immersion: Adding magical weapons ties in with the lore of Mortal Online and enriches the role-playing experience.

Why This Makes Sense

While some mages may resist change, this proposal isn’t about catering to individual preferences—it’s about fairness and balance. Warriors and archers already make significant investments in their gear. Mages should be held to the same standard to maintain the integrity of risk vs. reward.

The suggestion can certainly be refined further. Star Vault has consistently demonstrated its ability to create thoughtful and intelligent mechanics. A short brainstorming session would undoubtedly improve this idea, turning it into a seamless addition to the game.

Final Thoughts

This is a straightforward suggestion with the potential for a massive impact. By introducing magical weapons, we can bring balance, fairness, and excitement back to the battlefield. Let’s make the game better for everyone by ensuring that no playstyle has an unfair advantage.

Together, we can create a game that truly embodies skill, strategy, and the thrill of risk vs. reward. Let’s make it happen!
 

Jackdstripper

Well-known member
Jan 8, 2021
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“Devastating spells like spurt and corrupt”….what?
A naked vheela mage dies in 2 bow shots. Dont need any armor to use a bow, or a sword against a mage. The armor is to fight other melees. That same mage needs to land at least 4 or 5 spells to kill a fighter, and has to stand almost still to do so.

The problem is not the lack of magic swords, but speed. Speed has always made this game unfair. In a game without snares, slows or stuns, speed ends up dictating all the engagements.

Truth is a naked mage has no chance against an equally fast melee that has a bow. The problem only arises when the melee is slower and never bothers equipping a bow.
 
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Gremrod

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Feb 1, 2022
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“Devastating spells like spurt and corrupt”….what?
A naked vheela mage dies in 2 bow shots. Dont need any armor to use a bow, or a sword against a mage. The armor is to fight other melees. That same mage needs to land at least 4 or 5 spells to kill a fighter, and has to stand almost still to do so.

The problem is not the lack of magic swords, but speed. Speed has always made this game unfair. In a game without snares, slows or stuns, speed ends up dictating all the engagements.

Truth is a naked mage has no chance against an equally fast melee that has a bow. The problem only arises when the melee is slower and never bothers equipping a bow.
snare and root spells would be nice....
 

Embuscade

New member
Feb 11, 2021
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You're completely hallucinating with your wand and this piercing damage.

If it's going to take damage, it has to be close to whoever it's hitting, so 0 damage and the weapon has to break easily.

A steel beast is fine, it doesn't break, but that doesn't give it any magical power, compared to a wooden wizard's staff with magical sap inside, and the same goes for the wand.

And I'm categorically AGAINST this mana regeneration, it's too strong.

Mechanically, it would be more interesting if it didn't do anything, and if the wand couldn't parry blows, the staff could, but it would still be limited, given that the weapons would only be made of magic wood.

And putting the power of damage on it would be too simple, the best thing would be for it to be a power channeller, so that the spells don't disperse.

Less powerful with the hands, stronger with a wand, much more powerful with a magic stick, but because we're talking about power, not damage, but whether it can do AOE or not.

Like a wand implies an AOE area of effect, but a wand just does left and right attacks, and each of the mage's weapons requires channelling, so staying static without moving, turning into a pillar, not moving.

Key Features of Magical Weapons

  1. Wands:
    • One-handed: Can be paired with a shield or kept free.
    • Damage Type: Deals piercing damage when used for physical attacks.
    • Mana Regeneration: Provides a higher boost to mana regen and spell damage.
    • Parry: Absorbs less damage when parrying.
  2. Staves:
    • Two-handed: Cannot be paired with a shield.
    • Damage Type: Deals blunt damage when used for physical attacks.
    • Mana Regeneration: Offers a smaller boost to mana regen and spell damage.
    • Pet Buffs: Enhances the damage output of pets for dominators.
    • Parry: Absorbs more damage when parrying, making it a stronger defensive option.

But if we're going to add weapons for magicians, we'll have to completely rethink MAGIC IN THE GAME, and I'm looking for a thread that talks about magic if you can help me https://mortalonline2.com/forums/threads/rework-of-old-magic-schools-part-1-5-–-ecumenical.14223/


Traduit avec DeepL.com (version gratuite)
 
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