Fixed In 5 Steps Or Less: Clade & Mastery

Mortalitas Immortalis

Active member
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.