One of the largest issues in MO2 is mounteds ability to run away and reset. Unless they pretty much allow you to kill their horse they will not die as they can just run away. It is a extremely low risk, high reward play style with gear requirements not that far off then foot. Mounted can just run away reset and keep fighting the foot fighters untill they win while a foot fighter have very little chance to kill a single mounted before it runs away. Its is a major detriment to the enjoyment of most of the games PvPer. Many PvPers are looking forward to the first month because of many people will not have mounted or pets yet. When players start to get mounted and pets you will see the PvPers start to leave and go elsewhere. It is a major issue that needs to be resolved.
People will talk about preventing heals while mounted or making them get off the horse which only really affects mounted v mounted situations.
A better solution is increasing the risk that mounted can face by slowing them down after they their health has been reduced to certain thresholds. Reaching 60% of total health could restrict it to only 2nd gait speeds possibly allowing them to be stickied by foot to lower thresholds which limit the mounted even further.
But these threshold would be too easy to reach with current damage from magic, arrows, and melee so the horses health would need to be increased some what.
A example would be 425 which 60% would be around 170 damage done to it. So about 3-4 hits from a melee to limit it to 2nd gear only but plenty of buffer against magic and arrows. 4 to 5 arrows to 2nd gait a mounted will have lots of risk if it does repeated runs. Right now a fulm and mental projection will put a horse at half health while a fulm and Tlash with put it at 2/3s.
Also the increased health pool will have a greater distance between thresholds so healing while mounted will be less viable to get out of thresholds.
If a horse had the old health then 1 lesser would heal about 10% vs 7% meaning more heals would be needed to exit the threshold and to get your speed back up. Possibly reducing the ability to ecu heal pets to 90% would also help across the board.
I believe this will increase the fun of playing mounted by raising the skill floor and skill ceiling since horse with more health would allow mounted to get stuck in the fight more at the sever risk of not being able to 3 speed out to reset.
People will talk about preventing heals while mounted or making them get off the horse which only really affects mounted v mounted situations.
A better solution is increasing the risk that mounted can face by slowing them down after they their health has been reduced to certain thresholds. Reaching 60% of total health could restrict it to only 2nd gait speeds possibly allowing them to be stickied by foot to lower thresholds which limit the mounted even further.
But these threshold would be too easy to reach with current damage from magic, arrows, and melee so the horses health would need to be increased some what.
A example would be 425 which 60% would be around 170 damage done to it. So about 3-4 hits from a melee to limit it to 2nd gear only but plenty of buffer against magic and arrows. 4 to 5 arrows to 2nd gait a mounted will have lots of risk if it does repeated runs. Right now a fulm and mental projection will put a horse at half health while a fulm and Tlash with put it at 2/3s.
Also the increased health pool will have a greater distance between thresholds so healing while mounted will be less viable to get out of thresholds.
If a horse had the old health then 1 lesser would heal about 10% vs 7% meaning more heals would be needed to exit the threshold and to get your speed back up. Possibly reducing the ability to ecu heal pets to 90% would also help across the board.
I believe this will increase the fun of playing mounted by raising the skill floor and skill ceiling since horse with more health would allow mounted to get stuck in the fight more at the sever risk of not being able to 3 speed out to reset.