Fixed In 5 Steps Or Less: Clade & Mastery

Mortalitas Immortalis

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May 29, 2020
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The Peoples Republic of Talusia

The Subject: Clade & Mastery


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. Set Clade level to 20 upon completion of the Haven tutorial or upon leaving Haven, and recursively to 20 for all existing characters on Myrland below that level.
  2. Remove the Spell Interrupt Chance Masteries and bake them into the Concentration skill instead. No other combat type has base functionality locked behind Mastery.
  3. Reduce the amount of experience required for Mastery levels 1 to 110.
  4. Allow leveling of Mastery beyond 110 for titles, but do not give additional Mastery points beyond 110.
  5. Enable a full reset of the Mastery tree for a fixed sum of 500g, and remember which nodes have already consumed an Elixir of Mastery to prevent requiring another.
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The Index

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Dargelar

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Nov 1, 2021
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"Set Clade level to 20 upon completing the Haven tutorial or upon leaving Haven, and recursively to 20 for all existing characters on Myrland below that level." is useless; mob levels in this game represent world randomization, not actual difficulty.

Significant problems with Clade are:
1. The use of shared points for PVE and PVP Clade. It's absurd to assume that PVE Clades will be used when creating a PVP character.
PVE Clades should either receive their own independent unlock points, for example, every 5th level, or simply unlock passively upon reaching the required level. Overall, there aren't significant benefits to creating a separate character solely for PVE.
PVE Clades shouldn't hinder PVP Clade leveling.
2. The uneven ratio of PVE to PVP Clade for each race: 30% for one race and 10% for another. 3. The disproportionate value of some Clades and the low or situational effectiveness of others.
Examples:

Soldier (Human) – the basic, walk-on Clade provides a total discount of 35 active points, useful for a warrior, but of little use for a mage.

Beer Belly (Ogmir) – Clade provides a resource equal to 100 active points without blocking the Potion Utilization skill
Armor Bearer/Armiger (Ogmir) – Clade provides a resource equal to 25 active points without blocking the Armor Training skill
Scholastic (Human) – a completely useless mandatory Clade

4. The value of all Clades that provide bonuses to skill parameters and active points would be meaningful if they further expanded the limits and allowed for greater skill bonuses beyond 100 points. What would the bonuses look like at max level:
Soldier (Human) – +2.5% stamina recovery while running, +4 HP when healing with a bandage.
Roughrider (Human) – reduced chance of being thrown from a horse, +damage to magic, bows, and mounted weapons.
Bow Training (Alvirin) – bow damage bonus
Hammer/Axe Training (Ogmir) – hammer/axe damage bonus
Sword/Axe Training (Tursar) – sword/axe damage bonus
The same applies to bonuses received from primary stats, so that they work not as a discount, but as an increase to the maximum available value.
 
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Iloros

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Dec 14, 2023
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you miss a big big, probably the biggest deal with mastery

It has no variety at all actually, if you are a any character you take like 50-60 same points which are attribute points, hp, and some base defenses, then if you a mage you take magic dmg if you a footie you take footie dmg thats all like 70 points you gotta get off the go coz theres no variety, last 40 are also pretty much the same and insignificant even if you do tkae something else

What they could do to make mastery system actually fun and customizable is just obviously balance it first off so nerf and buff some of the things you can pick up. but also expand every single option to be 3-4x as much with maybe diminishing returns but not hard, so for example

Lets say rn you can get 10 hp for 10 points and everyone gets that on every build pretty much, well I see no issue with expanding this to something like % hp nodes after 10 normal nodes that dont give as much maybe 0.325% hp, and then you can take 20 of those after taking 10 of flat hp and at the end maybe you get bonus 2% hp or 1 thirst node for example but yo ucan only choose 1 ( no need for this last part but i think this is cool too)


so what you do by adding those extra nodes is make people able to actually make unique builds and make mastery feel like a choice not a linear progression that also asks you to manually input coz lets be real everyones taking the same shit lmao
So end of the day man, with every system in this game it lacks balance everyones doing the same shit picking the same race getting the same weapons doing the same routes coz game has 0 balnacing, other games do balance patch every 2 week and change like 10 systems each, this game does a balance patch after a 2 year long outcry and change armor pierce from 15>12 which is a placebo, same with thursars (not arguing if they should or shouldnt be nerfed, i think they shouldnt have and can prove that but hey) after a year or two of ppl crying about htem they nerfed them good but ruined them and never looked back to rebuff them to maybe 7% defense or 5%, theres like 4 month interval between singular balnace change

The only system they did balance a lot was magic but the attempts are so pathetic and misinformed it feels like they are doing the most random shit ever, example is death hand nerf into buff in the same patch which was the most bizzare thing ever that just proves they dont even understand the numbers or have a direction, context is they added a death hand nerf on ptr, and then buffed it to be stronger than it was before/siimlar in the same patch just faster cast lower mana cost less dmg, but overall basically did nothing.
Or the 10 hp flat buff for everyone into 3 giant defense system nerfs (akh bond, adamant, brace, bow bug) and 1 buff of dmg system (trinkets being more common and way better rolls on rubers)
 
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Dargelar

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Nov 1, 2021
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I agree, Mastery skills are difficult to call balanced across the different branches. The point values are completely different, and most importantly, the ultimate goal of developing these branches is unclear. The rule of discarding useful and necessary things is not followed.
The Active and Professional Points branch.
1. Why are they intertwined if PvP and PvE are two different concepts? The maximum bonus for leveling Active Points for 20% of all Mastery Points is a paltry 50, not 200, which would allow for two full-fledged skills to be added to a build, but rather mere scraps. If such a mega-boost is so scary, they could have allowed more effective leveling of Active Points available in the Active Points race's hoards. Anatomy for a human or Aggressive Stance for a Toursair, so that 5-10 Mastery Points can fully level them.

2. The Strength tree, weight gain – 10 kg for 5 Mastery skill points. Not only are three of them forced, but they have no effect whatsoever. Seriously, giving 20 kg to ogmirs with a single treasure is fine, but giving the same amount for five Mastery skill points is unbalanced – even though it's simply a convenience for a comfortable game. It's unclear what the purpose of this 10 kg is and who it's for.
3. The Strength and Endurance trees, damage and defense against AI mobs – an absurdly strange and unclear division makes investing points unappealing. The description doesn't make it clear and difficult to assess the usefulness of this development tree, mainly due to the variety of enemies.
A reasonable category would be: monsters/animals, player pets (any), humanoid enemies (non-player). The player simply chooses the category in which they want to gain an advantage and level up.
4. Strength tree, armor – the cost per mastery point is acceptable, but the tree could have been extended to 10 (2 kg), otherwise 20 development points would be 4 kg. 1 kg of weight doesn't solve the problems players might face.

Magic tree
5. Mana pool expansion – 10 mana for 10 points is simply ridiculous. People create builds so that the base already meets all the necessary requirements, and +10 mana doesn't affect their gameplay at all. Hybrid classes or races with magical abilities might need a mana boost, and they can spend mastery points to cover their basic needs, for example, in Toursar, gain the ability to resurrect fallen characters.
For mana, a good price is 2 mana per mastery point and 20 slots (up to 40 mana).
6. Intellect tree, mana regeneration – I might be misunderstanding something, but even for a super mage, 6 mana is worth it. Mana regeneration is the ceiling, so what's with the 5% regeneration for 10 Mastery points? The benefit of such an investment is completely unclear, and why is it tied to a percentage? If 10 Mastery points don't give you 2 mana per second, it's a waste of resources.
7. Spell Power – I believe that magic is already powerful and doesn't need to be enhanced with Mastery points or jewelry. Heavy mages pay a significant price with risks and penalties, and fast mages and hybrids shouldn't be able to approach such power.

Instead of Magic Power, I propose upgrading the Fast Spell effect, which halves spell casting speed. Upgrading this skill to 15% increases the chance that a spell of the chosen school will be cast twice as fast.
8. Spell Cost – another branch that doesn't work well, mainly due to the difference and low cost of the main spells. Instead of 0.0001 spell cost reduction curves, it's better to move this all to a more understandable plane of expanding the mana pool. I propose replacing these branches with a 25% chance to not use resources when casting a spell from the selected school of magic. The Alvarin racial bonus should also be reduced to 25% (but for all schools of magic).
9. Minimum Regeneration – another questionable branch with only 2% minimum regeneration. It's actually suitable and only enhances Human skill, but for everyone else, this branch is useless. If leveling this branch won't allow a basic mage with regeneration boosts from Vitality to have 1 regeneration, then why does this branch even exist? If you think 5 points for this is too much, then value it at the amount it should be worth.
10. Spell Interruption – I think the spell interruption effect itself is too soft for hardcore play, and this stat should be a bigger pain point for any mage than a lack of magicka.

Many aspects of a mage's gameplay would be enhanced if, when a spell is interrupted, the mage not only loses mana per spell but also suffers a temporary silence (up to 2 seconds). Situations and items that increase the chance of spell interruption: a blow to the head (strong), running (moderate), standing still while mounted (no), riding (moderate), and galloping while mounted (strong). Situations and items that decrease the chance of spell interruption: racial treasures, wearing medium and heavy armor, and jewelry.
Under these circumstances, even 30% might be insufficient, but as long as there are no penalizing effects, leveling up in Mastery simply removes a whole layer of complexity from the mage's gameplay.

The Dexterity tree.

11. Endurance – 20 endurance for 10 mastery points is too little to sway a player to choose this tree over other useful options. This tree needs to be doubled and expanded to 20 points to allow a player to build around endurance.

12. Endurance Regeneration – another strange build choice, favoring insignificant numbers at a huge cost. The situation is similar to mana regeneration: a negligible increase, which is also reduced by wearing armor. My suggestion is that this tree should compensate for the stamina regeneration penalties of wearing heavy armor for 10 points. Players are already accustomed to these penalties, but some may want to improve their chances in protracted battles. For each mastery point, 2 kg of free armor weight is added, after which the endurance penalty begins to be calculated.

13. Weak spots (including for archers) – I don't like this concept. This advantage is mostly realized not through accurate shooting at long ranges, but by shooting at point-blank range or attacking with a dagger at machine gun speed – that is, in situations where the attacker already has plenty of advantages. I'm sure if you open the statistics for weak spots, they'll appear in compact groups, one after another.
Personally, I'd prefer such attacks to inflict statuses on the target depending on the area they hit, rather than wiping out 80% of their health. The statuses are: slowing the legs, bleeding the body, losing some stamina to the arms, and blinding the head for 1-2 seconds.
Weak spots shouldn't work when using adrenaline skills.

14. Fall damage – 10% damage reduction. How do we calculate the benefit of this branch? From what height will it be useful now? The benefit of Alvarin's passive is that it greatly increases its usefulness, but essentially nothing changes here. Jump height is similar; learning it will prevent you from pursuing Alvarin (without it) and won't give you access to unique routes, making it pointless.
Both stats are tightly tied to Alvarin, and significantly increasing them is impossible without either strengthening Alvarin or, conversely, completely depriving him of his benefits by introducing modifiers that don't give him an advantage. It's easier to abandon these branches.
This branch is best replaced with an additional reduction to stamina consumption while running; it's a more versatile and useful action.
 

Embuscade

Member
Feb 11, 2021
108
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It looks like this was generated by ChatGPT—the examples came out of nowhere, as did the stats. There’s no comparison to the actual in-game data. Seriously, go back and re-read this while looking at the damage numbers.
It's a long read, and off-topic, It's a long read, off-topic, not your topic, and has no connection to the topic..
Putting numbers in front of the posts is meant to be a response, not a suggestion—create your own suggestion threads.

I agree, Mastery skills are difficult to call balanced across the different branches. The point values are completely different, and most importantly, the ultimate goal of developing these branches is unclear. The rule of discarding useful and necessary things is not followed.
The Active and Professional Points branch.
1. Why are they intertwined if PvP and PvE are two different concepts? The maximum bonus for leveling Active Points for 20% of all Mastery Points is a paltry 50, not 200, which would allow for two full-fledged skills to be added to a build, but rather mere scraps. If such a mega-boost is so scary, they could have allowed more effective leveling of Active Points available in the Active Points race's hoards. Anatomy for a human or Aggressive Stance for a Toursair, so that 5-10 Mastery Points can fully level them.

2. The Strength tree, weight gain – 10 kg for 5 Mastery skill points. Not only are three of them forced, but they have no effect whatsoever. Seriously, giving 20 kg to ogmirs with a single treasure is fine, but giving the same amount for five Mastery skill points is unbalanced – even though it's simply a convenience for a comfortable game. It's unclear what the purpose of this 10 kg is and who it's for.
3. The Strength and Endurance trees, damage and defense against AI mobs – an absurdly strange and unclear division makes investing points unappealing. The description doesn't make it clear and difficult to assess the usefulness of this development tree, mainly due to the variety of enemies.
A reasonable category would be: monsters/animals, player pets (any), humanoid enemies (non-player). The player simply chooses the category in which they want to gain an advantage and level up.
4. Strength tree, armor – the cost per mastery point is acceptable, but the tree could have been extended to 10 (2 kg), otherwise 20 development points would be 4 kg. 1 kg of weight doesn't solve the problems players might face.

Magic tree
5. Mana pool expansion – 10 mana for 10 points is simply ridiculous. People create builds so that the base already meets all the necessary requirements, and +10 mana doesn't affect their gameplay at all. Hybrid classes or races with magical abilities might need a mana boost, and they can spend mastery points to cover their basic needs, for example, in Toursar, gain the ability to resurrect fallen characters.
For mana, a good price is 2 mana per mastery point and 20 slots (up to 40 mana).
6. Intellect tree, mana regeneration – I might be misunderstanding something, but even for a super mage, 6 mana is worth it. Mana regeneration is the ceiling, so what's with the 5% regeneration for 10 Mastery points? The benefit of such an investment is completely unclear, and why is it tied to a percentage? If 10 Mastery points don't give you 2 mana per second, it's a waste of resources.
7. Spell Power – I believe that magic is already powerful and doesn't need to be enhanced with Mastery points or jewelry. Heavy mages pay a significant price with risks and penalties, and fast mages and hybrids shouldn't be able to approach such power.

Instead of Magic Power, I propose upgrading the Fast Spell effect, which halves spell casting speed. Upgrading this skill to 15% increases the chance that a spell of the chosen school will be cast twice as fast.
8. Spell Cost – another branch that doesn't work well, mainly due to the difference and low cost of the main spells. Instead of 0.0001 spell cost reduction curves, it's better to move this all to a more understandable plane of expanding the mana pool. I propose replacing these branches with a 25% chance to not use resources when casting a spell from the selected school of magic. The Alvarin racial bonus should also be reduced to 25% (but for all schools of magic).
9. Minimum Regeneration – another questionable branch with only 2% minimum regeneration. It's actually suitable and only enhances Human skill, but for everyone else, this branch is useless. If leveling this branch won't allow a basic mage with regeneration boosts from Vitality to have 1 regeneration, then why does this branch even exist? If you think 5 points for this is too much, then value it at the amount it should be worth.
10. Spell Interruption – I think the spell interruption effect itself is too soft for hardcore play, and this stat should be a bigger pain point for any mage than a lack of magicka.

Many aspects of a mage's gameplay would be enhanced if, when a spell is interrupted, the mage not only loses mana per spell but also suffers a temporary silence (up to 2 seconds). Situations and items that increase the chance of spell interruption: a blow to the head (strong), running (moderate), standing still while mounted (no), riding (moderate), and galloping while mounted (strong). Situations and items that decrease the chance of spell interruption: racial treasures, wearing medium and heavy armor, and jewelry.
Under these circumstances, even 30% might be insufficient, but as long as there are no penalizing effects, leveling up in Mastery simply removes a whole layer of complexity from the mage's gameplay.

The Dexterity tree.

11. Endurance – 20 endurance for 10 mastery points is too little to sway a player to choose this tree over other useful options. This tree needs to be doubled and expanded to 20 points to allow a player to build around endurance.

12. Endurance Regeneration – another strange build choice, favoring insignificant numbers at a huge cost. The situation is similar to mana regeneration: a negligible increase, which is also reduced by wearing armor. My suggestion is that this tree should compensate for the stamina regeneration penalties of wearing heavy armor for 10 points. Players are already accustomed to these penalties, but some may want to improve their chances in protracted battles. For each mastery point, 2 kg of free armor weight is added, after which the endurance penalty begins to be calculated.

13. Weak spots (including for archers) – I don't like this concept. This advantage is mostly realized not through accurate shooting at long ranges, but by shooting at point-blank range or attacking with a dagger at machine gun speed – that is, in situations where the attacker already has plenty of advantages. I'm sure if you open the statistics for weak spots, they'll appear in compact groups, one after another.
Personally, I'd prefer such attacks to inflict statuses on the target depending on the area they hit, rather than wiping out 80% of their health. The statuses are: slowing the legs, bleeding the body, losing some stamina to the arms, and blinding the head for 1-2 seconds.
Weak spots shouldn't work when using adrenaline skills.

14. Fall damage – 10% damage reduction. How do we calculate the benefit of this branch? From what height will it be useful now? The benefit of Alvarin's passive is that it greatly increases its usefulness, but essentially nothing changes here. Jump height is similar; learning it will prevent you from pursuing Alvarin (without it) and won't give you access to unique routes, making it pointless.
Both stats are tightly tied to Alvarin, and significantly increasing them is impossible without either strengthening Alvarin or, conversely, completely depriving him of his benefits by introducing modifiers that don't give him an advantage. It's easier to abandon these branches.
This branch is best replaced with an additional reduction to stamina consumption while running; it's a more versatile and useful action.

7.a For example, two Fatmages casting a Spirit Beam that takes half the time, https://steamcommunity.com/sharedfiles/filedetails/?id=2433160355 So in 3 seconds, the target has potentially taken 280 damage—assuming neither Fatmage misses their spells. And even then, I think my calculations might be off, so the lower estimate would be 200 damage. That’s way too much burst damage.

Please go post your suggestions somewhere else; you're making a mess of everything here.
 

Iloros

Active member
Dec 14, 2023
211
22
28
I agree, Mastery skills are difficult to call balanced across the different branches. The point values are completely different, and most importantly, the ultimate goal of developing these branches is unclear. The rule of discarding useful and necessary things is not followed.
The Active and Professional Points branch.
1. Why are they intertwined if PvP and PvE are two different concepts? The maximum bonus for leveling Active Points for 20% of all Mastery Points is a paltry 50, not 200, which would allow for two full-fledged skills to be added to a build, but rather mere scraps. If such a mega-boost is so scary, they could have allowed more effective leveling of Active Points available in the Active Points race's hoards. Anatomy for a human or Aggressive Stance for a Toursair, so that 5-10 Mastery Points can fully level them.

2. The Strength tree, weight gain – 10 kg for 5 Mastery skill points. Not only are three of them forced, but they have no effect whatsoever. Seriously, giving 20 kg to ogmirs with a single treasure is fine, but giving the same amount for five Mastery skill points is unbalanced – even though it's simply a convenience for a comfortable game. It's unclear what the purpose of this 10 kg is and who it's for.
3. The Strength and Endurance trees, damage and defense against AI mobs – an absurdly strange and unclear division makes investing points unappealing. The description doesn't make it clear and difficult to assess the usefulness of this development tree, mainly due to the variety of enemies.
A reasonable category would be: monsters/animals, player pets (any), humanoid enemies (non-player). The player simply chooses the category in which they want to gain an advantage and level up.
4. Strength tree, armor – the cost per mastery point is acceptable, but the tree could have been extended to 10 (2 kg), otherwise 20 development points would be 4 kg. 1 kg of weight doesn't solve the problems players might face.

Magic tree
5. Mana pool expansion – 10 mana for 10 points is simply ridiculous. People create builds so that the base already meets all the necessary requirements, and +10 mana doesn't affect their gameplay at all. Hybrid classes or races with magical abilities might need a mana boost, and they can spend mastery points to cover their basic needs, for example, in Toursar, gain the ability to resurrect fallen characters.
For mana, a good price is 2 mana per mastery point and 20 slots (up to 40 mana).
6. Intellect tree, mana regeneration – I might be misunderstanding something, but even for a super mage, 6 mana is worth it. Mana regeneration is the ceiling, so what's with the 5% regeneration for 10 Mastery points? The benefit of such an investment is completely unclear, and why is it tied to a percentage? If 10 Mastery points don't give you 2 mana per second, it's a waste of resources.
7. Spell Power – I believe that magic is already powerful and doesn't need to be enhanced with Mastery points or jewelry. Heavy mages pay a significant price with risks and penalties, and fast mages and hybrids shouldn't be able to approach such power.

Instead of Magic Power, I propose upgrading the Fast Spell effect, which halves spell casting speed. Upgrading this skill to 15% increases the chance that a spell of the chosen school will be cast twice as fast.
8. Spell Cost – another branch that doesn't work well, mainly due to the difference and low cost of the main spells. Instead of 0.0001 spell cost reduction curves, it's better to move this all to a more understandable plane of expanding the mana pool. I propose replacing these branches with a 25% chance to not use resources when casting a spell from the selected school of magic. The Alvarin racial bonus should also be reduced to 25% (but for all schools of magic).
9. Minimum Regeneration – another questionable branch with only 2% minimum regeneration. It's actually suitable and only enhances Human skill, but for everyone else, this branch is useless. If leveling this branch won't allow a basic mage with regeneration boosts from Vitality to have 1 regeneration, then why does this branch even exist? If you think 5 points for this is too much, then value it at the amount it should be worth.
10. Spell Interruption – I think the spell interruption effect itself is too soft for hardcore play, and this stat should be a bigger pain point for any mage than a lack of magicka.

Many aspects of a mage's gameplay would be enhanced if, when a spell is interrupted, the mage not only loses mana per spell but also suffers a temporary silence (up to 2 seconds). Situations and items that increase the chance of spell interruption: a blow to the head (strong), running (moderate), standing still while mounted (no), riding (moderate), and galloping while mounted (strong). Situations and items that decrease the chance of spell interruption: racial treasures, wearing medium and heavy armor, and jewelry.
Under these circumstances, even 30% might be insufficient, but as long as there are no penalizing effects, leveling up in Mastery simply removes a whole layer of complexity from the mage's gameplay.

The Dexterity tree.

11. Endurance – 20 endurance for 10 mastery points is too little to sway a player to choose this tree over other useful options. This tree needs to be doubled and expanded to 20 points to allow a player to build around endurance.

12. Endurance Regeneration – another strange build choice, favoring insignificant numbers at a huge cost. The situation is similar to mana regeneration: a negligible increase, which is also reduced by wearing armor. My suggestion is that this tree should compensate for the stamina regeneration penalties of wearing heavy armor for 10 points. Players are already accustomed to these penalties, but some may want to improve their chances in protracted battles. For each mastery point, 2 kg of free armor weight is added, after which the endurance penalty begins to be calculated.

13. Weak spots (including for archers) – I don't like this concept. This advantage is mostly realized not through accurate shooting at long ranges, but by shooting at point-blank range or attacking with a dagger at machine gun speed – that is, in situations where the attacker already has plenty of advantages. I'm sure if you open the statistics for weak spots, they'll appear in compact groups, one after another.
Personally, I'd prefer such attacks to inflict statuses on the target depending on the area they hit, rather than wiping out 80% of their health. The statuses are: slowing the legs, bleeding the body, losing some stamina to the arms, and blinding the head for 1-2 seconds.
Weak spots shouldn't work when using adrenaline skills.

14. Fall damage – 10% damage reduction. How do we calculate the benefit of this branch? From what height will it be useful now? The benefit of Alvarin's passive is that it greatly increases its usefulness, but essentially nothing changes here. Jump height is similar; learning it will prevent you from pursuing Alvarin (without it) and won't give you access to unique routes, making it pointless.
Both stats are tightly tied to Alvarin, and significantly increasing them is impossible without either strengthening Alvarin or, conversely, completely depriving him of his benefits by introducing modifiers that don't give him an advantage. It's easier to abandon these branches.
This branch is best replaced with an additional reduction to stamina consumption while running; it's a more versatile and useful action.
What I suggested is something very simple for masteries, keep maximum at 110 but expand some of the options like lets say +1 health, to have 3x or even 5x amount of nodes

So instead of EVERY SINGLE BUILD EVER taking the 10 health because you can ans its great, let us get 30 nodes 20 of +1 health and then 10 of +0.5% health.

Now 30 out of 110 of your masteries can go straight to health, same goes with damage defense skill points etc. So you actually make builds with strengths and weaknesses and maxbe max some stuff out, also obviously balance them all to be appealing, something like +1 strength for duration of battlecry is PATHETIC in comparison to something like +1 thirst, are you kidding? 0.3% dmg for 15 seconds on a weak active??? Lmao. Make that shit 5 str and give us 10 nodes of it so I can get a 70 str battlecry wouldnt be OP thats how much warcry gives when upgraded 15x3=45 and its still absurdly weak.

Theres like a hundred more examples of this
 

Embuscade

Member
Feb 11, 2021
108
15
18
  1. Set Clade level to 20 upon completion of the Haven tutorial or upon leaving Haven, and recursively to 20 for all existing characters on Myrland below that level.
  2. Remove the Spell Interrupt Chance Masteries and bake them into the Concentration skill instead. No other combat type has base functionality locked behind Mastery.
  3. Reduce the amount of experience required for Mastery levels 1 to 110.
  4. Allow leveling of Mastery beyond 110 for titles, but do not give additional Mastery points beyond 110.
  5. Enable a full reset of the Mastery tree for a fixed sum of 500g, and remember which nodes have already consumed an Elixir of Mastery to prevent requiring another.
═══════════════════════════════════════════════════════════════════════════════════════════════════

  1. I'm not really sure; it seems a bit over the top to me. Plus, the task experience is just a quick thing these days. That said, I'm not familiar with the Myreland task system anymore, and if it creates huge PvP groups that go around killing noobs, then it would make sense. But after all, it's an MMO, and that's bound to be time-consuming, right? But in our real lives, with all the stress of modern life and everything else demanding our attention, do we even have time to farm? And I’ll admit, if I have to start over with a new character, it seems like a good idea.
  2. I'm not really sure, mages on Myreland who solo bosses and dungeons are already taking advantage of the system, so I’d tend to say NO, or rethink the mechanics of what prevents a cast—because if you have a shield and rotate at the right moment, you’re already protected, so that’s pretty powerful, and besides, there isn’t much you can do against magic damage resistance other than being a mage yourself, a human, or having Psycher, which isn’t the case for all characters. (Or those famous magic potions that give you a blue shield—Magick Reflect—which I guess should also be reworked? But I’m not sure how.)
  3. Honestly, the less I farm stuff in this game, the happier I am, so I’d say yes—but mainly when it comes to the quantities needed to craft gear. As for everything else, it takes too long, and I no longer have the time or the desire. (Plus, there are always people who have too much time for that and others who don’t have any at all, and that creates some crazy imbalances.)
  4. I don't quite get the titles—what's being proposed here. I think the titles serve a purpose in the design: to help understand who does what, why, and what it's for, especially when it comes to character progression. So, I guess that's why there's a cap at level 110. I imagine you've put in many hours—how did you manage to do it in such a long or short amount of time? etc., etc.
    - That’s useful data for the devs, I suppose.
  5. The ‘whales’ of the major guilds — who, for example, have gained a foothold in the Minotaur’s dungeon and amassed a great deal of gold — need to be able to spend as much gold as possible before the bridge linking Sarducca to Myreland is built. So I suppose that’s why it’s so expensive? Because they’ve already caused the economy to skyrocket due to the sheer size of their organisations.
    - I’d like to see data on the daily expenditure of these large organisations, the amount of playtime they have, and how they generate revenue. It would be interesting to know the proportion of money coming from dungeons, the sale of trinkets, and so on.
1 - 1020 glory 2 - 1041 glory 3 - 1062 glory 4 - 1084 glory 5 - 1106 glory 6 - 1129 glory 7 - 1152 glory 8 - 1176 glory 9 - 1200 glory 10 - 1224 glory
11 - 1249 glory 12 - 1274 glory 13 - 1300 glory 14 - 1326 glory 15 - 1353 glory 16 - 1381 glory 17 - 1409 glory 18 - 1438 glory 19 - 1467 glory 20 - 1497 glory 21 - 1527 glory 22 - 1558 glory 23 - 1590 glory 24 - 1622 glory 25 - 1655 glory 26 - 1689 glory 27 - 1723 glory 28 - 1758 glory 29 - 1794 glory 30 - 1830 glory 31 - 1867 glory 32 - 1905 glory 33 - 1944 glory 34 - 1983 glory 35 - 2023 glory 36 - 2064 glory 37 - 2106 glory 38 - 2149 glory 39 - 2192 glory 40 - 2236 glory 41 - 2281 glory 42 - 2327 glory 43 - 2374 glory 44 - 2422 glory 45 - 2471 glory 46 - 2521 glory 47 - 2572 glory 48 - 2624 glory 49 - 2677 glory 50 - 2731 glory 51 - 2786 glory 52 - 2842 glory 53 - 2899 glory 54 - 2957 glory 55 - 3017 glory 56 - 3078 glory 57 - 3140 glory 58 - 3203 glory 59 - 3268 glory 60 - 3334 glory 61 - 3401 glory 62 - 3470 glory 63 - 3540 glory 64 - 3611 glory 65 - 3684 glory 66 - 3758 glory 67 - 3834 glory 68 - 3911 glory 69 - 3990 glory 70 - 4070 glory 71 - 4152 glory 72 - 4236 glory 73 - 4321 glory 74 - 4408 glory 75 - 4497 glory 76 - 4587 glory 77 - 4679 glory 78 - 4773 glory 79 - 4869 glory 80 - 5356 glory 81 - 5892 glory 82 - 6482 glory 83 - 7131 glory 84 - 7845 glory 85 - 8630 glory 86 - 9493 glory 87 - 10442 glory 88 - 11486 glory 89 - 12636 glory 90 - 13900 glory
91 - 15291 glory 92 - 16820 glory 93 - 18503 glory 94 - 20355 glory 95 - 22391 glory 96 - 24632 glory 97 - 27096 glory 98 - 29807 glory 99 - 32789 glory 100 - 36070 glory
101 - 39677 glory 102 - 43647 glory 103 - 48014 glory 104 - 52818 glory 105 - 84491 glory 106 - 135187 glory 107 - 216300 glory 108 - 346081 glory 109 - 553309 glory 110 - 885291 glory in februrary 2025
,
dont know if that change now ?


@Iloros : "I can get a 70 str battlecry wouldnt be OP thats how much warcry gives when upgraded 15x3=45 and its still absurdly weak."
Okay, think about this: with a steel weapon, show us your build
- https://mortalforge.online/hero < Best here.
- https://mortalcodex.com/builder or mortaldata
, and tell us what weapon you're using. I've sent you a link like that—just follow it, and then we can calculate how much damage it does with this weapon, then that weapon, and then with this material, to see if it's really that balanced, and we'll be able to make some real extrapolations.
 

Iloros

Active member
Dec 14, 2023
211
22
28
  1. I'm not really sure; it seems a bit over the top to me. Plus, the task experience is just a quick thing these days. That said, I'm not familiar with the Myreland task system anymore, and if it creates huge PvP groups that go around killing noobs, then it would make sense. But after all, it's an MMO, and that's bound to be time-consuming, right? But in our real lives, with all the stress of modern life and everything else demanding our attention, do we even have time to farm? And I’ll admit, if I have to start over with a new character, it seems like a good idea.
  2. I'm not really sure, mages on Myreland who solo bosses and dungeons are already taking advantage of the system, so I’d tend to say NO, or rethink the mechanics of what prevents a cast—because if you have a shield and rotate at the right moment, you’re already protected, so that’s pretty powerful, and besides, there isn’t much you can do against magic damage resistance other than being a mage yourself, a human, or having Psycher, which isn’t the case for all characters. (Or those famous magic potions that give you a blue shield—Magick Reflect—which I guess should also be reworked? But I’m not sure how.)
  3. Honestly, the less I farm stuff in this game, the happier I am, so I’d say yes—but mainly when it comes to the quantities needed to craft gear. As for everything else, it takes too long, and I no longer have the time or the desire. (Plus, there are always people who have too much time for that and others who don’t have any at all, and that creates some crazy imbalances.)
  4. I don't quite get the titles—what's being proposed here. I think the titles serve a purpose in the design: to help understand who does what, why, and what it's for, especially when it comes to character progression. So, I guess that's why there's a cap at level 110. I imagine you've put in many hours—how did you manage to do it in such a long or short amount of time? etc., etc.
    - That’s useful data for the devs, I suppose.
  5. The ‘whales’ of the major guilds — who, for example, have gained a foothold in the Minotaur’s dungeon and amassed a great deal of gold — need to be able to spend as much gold as possible before the bridge linking Sarducca to Myreland is built. So I suppose that’s why it’s so expensive? Because they’ve already caused the economy to skyrocket due to the sheer size of their organisations.
    - I’d like to see data on the daily expenditure of these large organisations, the amount of playtime they have, and how they generate revenue. It would be interesting to know the proportion of money coming from dungeons, the sale of trinkets, and so on.
1 - 1020 glory 2 - 1041 glory 3 - 1062 glory 4 - 1084 glory 5 - 1106 glory 6 - 1129 glory 7 - 1152 glory 8 - 1176 glory 9 - 1200 glory 10 - 1224 glory
11 - 1249 glory 12 - 1274 glory 13 - 1300 glory 14 - 1326 glory 15 - 1353 glory 16 - 1381 glory 17 - 1409 glory 18 - 1438 glory 19 - 1467 glory 20 - 1497 glory 21 - 1527 glory 22 - 1558 glory 23 - 1590 glory 24 - 1622 glory 25 - 1655 glory 26 - 1689 glory 27 - 1723 glory 28 - 1758 glory 29 - 1794 glory 30 - 1830 glory 31 - 1867 glory 32 - 1905 glory 33 - 1944 glory 34 - 1983 glory 35 - 2023 glory 36 - 2064 glory 37 - 2106 glory 38 - 2149 glory 39 - 2192 glory 40 - 2236 glory 41 - 2281 glory 42 - 2327 glory 43 - 2374 glory 44 - 2422 glory 45 - 2471 glory 46 - 2521 glory 47 - 2572 glory 48 - 2624 glory 49 - 2677 glory 50 - 2731 glory 51 - 2786 glory 52 - 2842 glory 53 - 2899 glory 54 - 2957 glory 55 - 3017 glory 56 - 3078 glory 57 - 3140 glory 58 - 3203 glory 59 - 3268 glory 60 - 3334 glory 61 - 3401 glory 62 - 3470 glory 63 - 3540 glory 64 - 3611 glory 65 - 3684 glory 66 - 3758 glory 67 - 3834 glory 68 - 3911 glory 69 - 3990 glory 70 - 4070 glory 71 - 4152 glory 72 - 4236 glory 73 - 4321 glory 74 - 4408 glory 75 - 4497 glory 76 - 4587 glory 77 - 4679 glory 78 - 4773 glory 79 - 4869 glory 80 - 5356 glory 81 - 5892 glory 82 - 6482 glory 83 - 7131 glory 84 - 7845 glory 85 - 8630 glory 86 - 9493 glory 87 - 10442 glory 88 - 11486 glory 89 - 12636 glory 90 - 13900 glory
91 - 15291 glory 92 - 16820 glory 93 - 18503 glory 94 - 20355 glory 95 - 22391 glory 96 - 24632 glory 97 - 27096 glory 98 - 29807 glory 99 - 32789 glory 100 - 36070 glory
101 - 39677 glory 102 - 43647 glory 103 - 48014 glory 104 - 52818 glory 105 - 84491 glory 106 - 135187 glory 107 - 216300 glory 108 - 346081 glory 109 - 553309 glory 110 - 885291 glory in februrary 2025
,
dont know if that change now ?


@Iloros : "I can get a 70 str battlecry wouldnt be OP thats how much warcry gives when upgraded 15x3=45 and its still absurdly weak."
Okay, think about this: with a steel weapon, show us your build
- https://mortalforge.online/hero < Best here.
- https://mortalcodex.com/builder or mortaldata
, and tell us what weapon you're using. I've sent you a link like that—just follow it, and then we can calculate how much damage it does with this weapon, then that weapon, and then with this material, to see if it's really that balanced, and we'll be able to make some real extrapolations.
You are AI gang
 

Embuscade

Member
Feb 11, 2021
108
15
18
You are AI gang
?? i dont understand, Apart from a teenager, there aren’t many people who’d give that sort of answer, are there?
So sure, I write long, rambling posts, but at least they’re readable – it’s not just white text on a black background with zero URLs, and constantly, constantly complaining about Starvault, spending all your time whingeing, mocking, being unapproachable and citing no sources, whilst offering half-baked, poorly explained solutions, In short, you can do better, mate – you just need to give yourself the drive to see your arguments through to the end, with video evidence, or find a videographer to help you with the task. It’ll take you some time, and the gaming community will thank you for your efforts – perhaps in vain, but still useful.

Well, just in case, I’ve found a video for you to explain what science is and how it progresses.

@Iloros Don’t do yourself any harm and look after yourself, young person.
 

Iloros

Active member
Dec 14, 2023
211
22
28
?? i dont understand, Apart from a teenager, there aren’t many people who’d give that sort of answer, are there?
So sure, I write long, rambling posts, but at least they’re readable – it’s not just white text on a black background with zero URLs, and constantly, constantly complaining about Starvault, spending all your time whingeing, mocking, being unapproachable and citing no sources, whilst offering half-baked, poorly explained solutions, In short, you can do better, mate – you just need to give yourself the drive to see your arguments through to the end, with video evidence, or find a videographer to help you with the task. It’ll take you some time, and the gaming community will thank you for your efforts – perhaps in vain, but still useful.

Well, just in case, I’ve found a video for you to explain what science is and how it progresses.

@Iloros Don’t do yourself any harm and look after yourself, young person.
Bro you are proving my point we having 2 separate conversations.
 

Dargelar

New member
Nov 1, 2021
20
3
3
It looks like this was generated by ChatGPT—the examples came out of nowhere, as did the stats. There’s no comparison to the actual in-game data. Seriously, go back and re-read this while looking at the damage numbers.
It's a long read, and off-topic, It's a long read, off-topic, not your topic, and has no connection to the topic..
Putting numbers in front of the posts is meant to be a response, not a suggestion—create your own suggestion threads.



7.a For example, two Fatmages casting a Spirit Beam that takes half the time, https://steamcommunity.com/sharedfiles/filedetails/?id=2433160355 So in 3 seconds, the target has potentially taken 280 damage—assuming neither Fatmage misses their spells. And even then, I think my calculations might be off, so the lower estimate would be 200 damage. That’s way too much burst damage.

Please go post your suggestions somewhere else; you're making a mess of everything here.
No, I don't use chat gpt to compose messages; long messages are a professional deformation after compiling millions of reports and documentation. I don't rule out that some of the meaning is lost due to mistranslation. If you don't like the way I write, you can just ignore my messages.

"7.a For example, two Fatmages casting a Spirit Beam that takes half the time,"
You forgot to take into account that each mage should have the fast spell casting effect activated, which I previously set at 15%.
 
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Dargelar

New member
Nov 1, 2021
20
3
3
What I suggested is something very simple for masteries, keep maximum at 110 but expand some of the options like lets say +1 health, to have 3x or even 5x amount of nodes

So instead of EVERY SINGLE BUILD EVER taking the 10 health because you can ans its great, let us get 30 nodes 20 of +1 health and then 10 of +0.5% health.

Now 30 out of 110 of your masteries can go straight to health, same goes with damage defense skill points etc. So you actually make builds with strengths and weaknesses and maxbe max some stuff out, also obviously balance them all to be appealing, something like +1 strength for duration of battlecry is PATHETIC in comparison to something like +1 thirst, are you kidding? 0.3% dmg for 15 seconds on a weak active??? Lmao. Make that shit 5 str and give us 10 nodes of it so I can get a 70 str battlecry wouldnt be OP thats how much warcry gives when upgraded 15x3=45 and its still absurdly weak.

Theres like a hundred more examples of this

"What I suggested is something very simple for masteries" - It only seems that way at first glance; in reality, different stats are important to different classes. Your example, with an expanded health pool of +10/20 health for an Ogmir or Tursar, is a nice mini-buff, but for an Alvarin or Skeleton Mage, it's a huge boost. With such a boost, you're essentially covering up the disadvantage the developers created for a given class/race. Therefore, if we're considering boosts of this magnitude for some builds, we need to consider and add similar boosts for other builds.

Battle Cry (Tursar).
Firstly, I don't understand the purpose of this ability. What's the point of this extra 10-15 Strength for a short time? Contrary to my expectations, excess Strength or Constitution doesn't provide the same benefits as, say, excess Dexterity, Intelligence, or Psychic. Strength and Constitution don't provide additional bonuses after reaching key thresholds. Strength is required up to a certain level to gain access to good weapons, but after 121 Strength, unique weapons are either nonexistent or the bonus is negligible.
Secondly, all attack bonuses must be properly utilized; without skill, this ability will be wasted.

I would replace this ability's effect with another one that is more useful and suitable for PvP combat. My suggestions:
1. Due to the overflowing Rage, all attacks are considered charged while the ability is active. (The player can spam the attack.)
2. While the ability is active, if an attack is blocked or parried, the enemy takes partial damage from the attack. (The effect is similar to a blunt weapon attack, but applies to all types of damage.)
3. Thursar's Shout inflicts fear on nearby enemies and blocks stamina regeneration for the duration of the ability.
 

Iloros

Active member
Dec 14, 2023
211
22
28
"What I suggested is something very simple for masteries" - It only seems that way at first glance; in reality, different stats are important to different classes. Your example, with an expanded health pool of +10/20 health for an Ogmir or Tursar, is a nice mini-buff, but for an Alvarin or Skeleton Mage, it's a huge boost. With such a boost, you're essentially covering up the disadvantage the developers created for a given class/race. Therefore, if we're considering boosts of this magnitude for some builds, we need to consider and add similar boosts for other builds.

Battle Cry (Tursar).
Firstly, I don't understand the purpose of this ability. What's the point of this extra 10-15 Strength for a short time? Contrary to my expectations, excess Strength or Constitution doesn't provide the same benefits as, say, excess Dexterity, Intelligence, or Psychic. Strength and Constitution don't provide additional bonuses after reaching key thresholds. Strength is required up to a certain level to gain access to good weapons, but after 121 Strength, unique weapons are either nonexistent or the bonus is negligible.
Secondly, all attack bonuses must be properly utilized; without skill, this ability will be wasted.

I would replace this ability's effect with another one that is more useful and suitable for PvP combat. My suggestions:
1. Due to the overflowing Rage, all attacks are considered charged while the ability is active. (The player can spam the attack.)
2. While the ability is active, if an attack is blocked or parried, the enemy takes partial damage from the attack. (The effect is similar to a blunt weapon attack, but applies to all types of damage.)
3. Thursar's Shout inflicts fear on nearby enemies and blocks stamina regeneration for the duration of the ability.
Thats why I literally said +% hp after 20 flat hp for the HP nodes, I understood that instantly, and % hp later benefits Thursars and Oghmirs way more than it does mages 2-1 ratio especially if its like a fat Oghmir with 280 hp, hes getting 1.4 hp per point, while dexmage is getting 0.7.

And again, everything has implications and they have to balance, current iteration is shit too. All the flat buffs just giga buffed Alvarin coz they had the lowest stats.

Great idea for a change, this ability is shit as fuck and any differnet ability would work instead of it
I thought of passive with higher damage with lower HP, many games do that. like 0-10% higher dmg based on low hp starting at 80% ending at 20%, scaling wise.
Would be cool, yours is greate and a bit stronger aswell, since less stam is a massive deal AOE wise especially.

Still cool asf, anything but 20 str for 15 seconds, its litearlly useless lmao