Hey all, almost everybody here already knows these things, thankfully so do the devs now too seemingly, but I just wanted to recap exactly what I feel was the cause of the decline in MO.
This is one of the few times that I will please asks the vets of the community to like this thread to show support. I know we don’t often get a long but we’re not so different you and I.
I’m going to list thing in the order that they occurred not necessarily how severe their impact was
First
Walls:
Pure conflict killers, you would often run in to scenarios where you just had nothing to do because your opponent just ran in to a gate.
This would cause a scenario where there was little choice but to stand outside a gate until the enemy certainly had enough numbers to defeat you.
Having good game sense would you lead to the conclusion that “I should disengage from this gate before I die”. People called that cowardice I called that the only logical play. It’s like not retaking B 3v4 and keeping your two m4s and awp.
Now there were many in mo who said siege the wall. This was fun but think about that logically, create another character that builds siege weapons, then another character that refines materials and so on and so on that isn’t good flow of game play.
Reverse argument: you shouldn’t be able to just run a squad of all fighters and have that be the meta there should be some other balance to it but not the way it was done in MO.
Spiritism:
allowing ghosts to jump really high and then resurrect and then call their pet and then place buildings to prevent other people from resurrecting is bad. If you need to make a portal blocker to balance a mechanic than I would avoid that entirely. This was without a doubt the worst thing for the game by factors of perhaps 1000s. Nothing could have been worse.
Don’t go anywhere near spiritism in mo2 unless you’ve quarantined it like the virus that it is and really know what you’re doing.
The prominence retention and guard range increase patch:
Guards became extremely powerful after this. Since guards will be in mo2 and henrik has talked about it extensively please avoid endless prominence banks that persist through guild destruction and please avoid extremely powerful guards.
Death Knights:
I’m going to avoid talking about the pvp aspect of death knights and instead focus on the pve. Having pets that’s solo or two man dungeon content really killed the party vibe of running dungeon content. Adding a fear mechanic that then effects beast mastery pets was a bad play and did very little to mitigate the impact since people just used macros to counteract it anyway.
And last
Avoiding the real issue:
things like above adding the confuse to pets, adding hive mind to NPCs because synyster was getting too rich off lower demons, making battering rams open gates. Basically any bandaid you try to throw on instead of addressing the actual issue.
My biggest analogy on that for mo2 is ping disparity, adjusting time between blocks, block delay, swing speeds, etc etc it’s all just ping disparity that’s the issue and then we can figure out what is still a problem or not.
What I didn’t mention:
Mounteds and pets. These things were annoying in pvp but I can’t really say they killed the game in the sense that they made it unplayable like the things above. What I mean is the above mechanics actually rendered the game completely inoperable. If it weren’t for the things above pets and mounteds would have been able to be overcome. That isn’t to say that they were balanced.
Typed on my phone I’ll edit the typos tomorrow
This is one of the few times that I will please asks the vets of the community to like this thread to show support. I know we don’t often get a long but we’re not so different you and I.
I’m going to list thing in the order that they occurred not necessarily how severe their impact was
First
Walls:
Pure conflict killers, you would often run in to scenarios where you just had nothing to do because your opponent just ran in to a gate.
This would cause a scenario where there was little choice but to stand outside a gate until the enemy certainly had enough numbers to defeat you.
Having good game sense would you lead to the conclusion that “I should disengage from this gate before I die”. People called that cowardice I called that the only logical play. It’s like not retaking B 3v4 and keeping your two m4s and awp.
Now there were many in mo who said siege the wall. This was fun but think about that logically, create another character that builds siege weapons, then another character that refines materials and so on and so on that isn’t good flow of game play.
Reverse argument: you shouldn’t be able to just run a squad of all fighters and have that be the meta there should be some other balance to it but not the way it was done in MO.
Spiritism:
allowing ghosts to jump really high and then resurrect and then call their pet and then place buildings to prevent other people from resurrecting is bad. If you need to make a portal blocker to balance a mechanic than I would avoid that entirely. This was without a doubt the worst thing for the game by factors of perhaps 1000s. Nothing could have been worse.
Don’t go anywhere near spiritism in mo2 unless you’ve quarantined it like the virus that it is and really know what you’re doing.
The prominence retention and guard range increase patch:
Guards became extremely powerful after this. Since guards will be in mo2 and henrik has talked about it extensively please avoid endless prominence banks that persist through guild destruction and please avoid extremely powerful guards.
Death Knights:
I’m going to avoid talking about the pvp aspect of death knights and instead focus on the pve. Having pets that’s solo or two man dungeon content really killed the party vibe of running dungeon content. Adding a fear mechanic that then effects beast mastery pets was a bad play and did very little to mitigate the impact since people just used macros to counteract it anyway.
And last
Avoiding the real issue:
things like above adding the confuse to pets, adding hive mind to NPCs because synyster was getting too rich off lower demons, making battering rams open gates. Basically any bandaid you try to throw on instead of addressing the actual issue.
My biggest analogy on that for mo2 is ping disparity, adjusting time between blocks, block delay, swing speeds, etc etc it’s all just ping disparity that’s the issue and then we can figure out what is still a problem or not.
What I didn’t mention:
Mounteds and pets. These things were annoying in pvp but I can’t really say they killed the game in the sense that they made it unplayable like the things above. What I mean is the above mechanics actually rendered the game completely inoperable. If it weren’t for the things above pets and mounteds would have been able to be overcome. That isn’t to say that they were balanced.
Typed on my phone I’ll edit the typos tomorrow
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