Fixed In 5 Steps Or Less: Alvarin

Mortalitas Immortalis

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May 29, 2020
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The Peoples Republic of Talusia

The Subject: Alvarin


This series of feedback posts are collectively meant to be easily digestible, 5 steps or less processes to fix the respective system of Mortal Online 2 being critiqued.

t;dr No complex powerpoint or video needed, ez <= 5 step plans to fix MO 2.

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The Steps


  1. Remove Alvarin Sight, and while you're at it remove the similar Celaeno creature ability. Wallhacks have no place in an immersive game, and they invalidate stealth gameplay.
  2. Normalize speed between the fastest Veela and the slowest viable character such as a Stout Thursar Kallard, accounting for Weight, Trinkets, Combat Abilities, Clade, and Mastery. The fastest Alvarin should be fast enough to gain distance, but not fast enough to create it trivially when already in melee range.
  3. Remove armor piercing from Runner's High for Bows specifically. The existence of this functionality on ranged weapons makes foot archers on all other races nonviable, and it is not within the scope of the original intention behind the change to bridge the melee Damage Bonus gap.
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The Index

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Iloros

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Dec 14, 2023
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Alvarins need nerfs for sure. Decent suggestions. Alvarin sight 100% has to go I dont want them to ignore that part, it's so unimmersive trying to hide knowing a guy can press a button and just see you, I had a blast before I knew it existed as a noob hiding from people, and always wondered how they found me.
They are so op rn. Remove some dex 2.5% passive speed clade, 30 stam clade and armor pierce should be made to be just healing reduction or even removed completely, the things it was inteded to be added for ARE REMOVED, it was added when trinkets and clade gifts and masteries for defense scaled additively with armor, now they are way worse and abiltiies with armor pierce are added AND Thursar lost adamant, and mages lost tower shields, its not meta. So please remove armor pierce completely, it makes Alvarin footies inherently better peelers than Thursars because they are faster smaller hitbox better vs mages and do same, or more damage.
 

Iloros

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Dec 14, 2023
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This is the most important one that you added too, the alvarin issue is completely out of control I am worried so many returning and new players just instantly quit and call the game garbage after realizing just HOW UNFAIR fighting a ranged alvarin is as a non alvarin, it's the most unfair annoying, uphill battle experience I had in gaming.

Edit: Your Alvarin post has 2x the views of any other post you made, shows what the actual issue is, at least some evidence. Starvault pretend balance does not matter yet that's all people talk about in discord and forums lol
 
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pooternackle

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Mar 21, 2021
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You gotta add a point 4 telling SV what to replace Alvarin wall hack ESP with. They are only finally getting around to figuring out what to replace Klepto with, just telling them to get rid of Alvarin wall hack ESP is not enough.
 

pooternackle

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Mar 21, 2021
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literlaly like 2 raw psyche or something super weak like that. The class needs nerfs not a rework lmao, they are way too good of a choice.
Henrik: "We have decided to remove Alvarin Sight from the game, as it was inconsistent with the hardcore vision for the game. In place of this nerf, we have given Alvarin a new active that increases their jump height by 100% for 20 seconds."

You gotta hand hold them through this. The fact that they let Alvarin get to this point shows they don't understand balance, and if left to their own devices, are likely to break the clade even more. I doubt they will replace an active with a passive, but who knows.
 

Iloros

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Dec 14, 2023
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Henrik: "We have decided to remove Alvarin Sight from the game, as it was inconsistent with the hardcore vision for the game. In place of this nerf, we have given Alvarin a new active that increases their jump height by 100% for 20 seconds."

You gotta hand hold them through this. The fact that they let Alvarin get to this point shows they don't understand balance, and if left to their own devices, are likely to break the clade even more. I doubt they will replace an active with a passive, but who knows.
it is horrible and game breaking, people underestimate this shit so much Henrik goes "yeah balance isnt priority rn" lil buddy, 70% of potential players are gonna instaquit after having their first 3 fights and realizing "hold on a second so they can just permakite while not even being squishy or dealing low dmg" ??
They added a poll where htey ask on ptr feedback what's the most competitive clade 29 out of 30 ppl I asked said they voted Alvarin, but I wouldnt be surprised if Alvarin mains are making 10 emails to vote "its all balanced".

Alvarins are the sole reason for me I can't enjoy the game
 

Smoldor

New member
Sep 20, 2023
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1. Yes


2. This hits the nail on the head very hard. In my estimation, if they add a flat 10 raw dex to all non-alvarins, which would make 100 dex the standard instead of 90ish for STOUT CHARACTERS (key detail), it would tighten up the speed gap and the game would feel a lot better. Most of the speed scaling happens between 90-112, above which it drops off and the alvarin passive clades start doing extreme heavy lifting. 102 allows a footie to combat run at the same speed as a stout veela with their fists out as well as actually allowing you to use quicken to punish alvarins instead of it being entirely irrelevant or you having to drop down to lean and not do enough damage to capitalize on it/be weak-sauce vs. the other races WHO ARE FINE TO FIGHT WITH ANY DEX. I ran a 112 dex 200 cm khurite/kallard and it could use quicken to punish alvarins very well but was essentially a veela who couldn't gap or trade well vs other races sadly which didn't mesh with my ping. A stout 117 dex Khurite human would still be nothing compared to a stout 120 dex veela without speed clades, combat leap, and half damage on falling for Veela rat stuff, and the warcries are more than enough for escaping oh shit moments. Dexier non-veelas (khurites/thurkhurs) would be able to punish Alvarin well enough that it wouldn't be alvarin online II anymore.


3. FA is definitely punching way up on alvarins in a way, yet again, only alvarins can...
 

Iloros

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Dec 14, 2023
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1. Yes


2. This hits the nail on the head very hard. In my estimation, if they add a flat 10 raw dex to all non-alvarins, which would make 100 dex the standard instead of 90ish for STOUT CHARACTERS (key detail), it would tighten up the speed gap and the game would feel a lot better. Most of the speed scaling happens between 90-112, above which it drops off and the alvarin passive clades start doing extreme heavy lifting. 102 allows a footie to combat run at the same speed as a stout veela with their fists out as well as actually allowing you to use quicken to punish alvarins instead of it being entirely irrelevant or you having to drop down to lean and not do enough damage to capitalize on it/be weak-sauce vs. the other races WHO ARE FINE TO FIGHT WITH ANY DEX. I ran a 112 dex 200 cm khurite/kallard and it could use quicken to punish alvarins very well but was essentially a veela who couldn't gap or trade well vs other races sadly which didn't mesh with my ping. A stout 117 dex Khurite human would still be nothing compared to a stout 120 dex veela without speed clades, combat leap, and half damage on falling for Veela rat stuff, and the warcries are more than enough for escaping oh shit moments. Dexier non-veelas (khurites/thurkhurs) would be able to punish Alvarin well enough that it wouldn't be alvarin online II anymore.


3. FA is definitely punching way up on alvarins in a way, yet again, only alvarins can...
Absolutely mate. They just close up so many build options, when you start naming shit like Khurite thursar khurite human, I remember for a moment this is supposed to be a classless mmorpg and not alvarin online. Like holky fuck is the game cooked rn.
Nerf Alvarins already.