This is not a doomer post. I'm not full out quitting. But I do want to communicate how absolutely disappointing it was as a mage to open up the game on patch day and find that the adrenaline system was sooooooooo poorly designed from the mage perspective. I realize that the system is primarily about melee, but I saw those shared abilities and got a little excited! Then I start hearing from PTR (since I can't PTR being a GFN user, it's own problem for a different post) that we have to have our hands out to use these. No one would confirm when I asked if this included shared abilities on Discord, so I just waited and hoped. What I got was worse than my lowest expectations for it.
As you already know, it turned out that you have to pull your hands out to be able to use even the shared adrenaline skills. Not only that, you have to have your hands out to EVEN SEE THE DAMNED ADRENLINE METER. That was the real kicker that pissed me off, because I did not learn that magic damage built adrenaline until someone told me. If I can build the meter with magic damage, why the hell can't I see it while I'm building points using spells?!
I'll tell you what I think happened and hope SV takes another approach with a patch sometime soon. They tunnel-visioned this for melee despite having the enticing shared skills that mages could use, despite having mages talk about how awful this system feels to them on the PTR. They didn't want to fix it, however, because it is clearly deeply connected to pulling the hands out (possibly some connection to trying to avoid prebuilding adreline, too). I'm no designer, but that's just bonehead to leave out the mage audience completely b/c you tunnel-visioned on how cool chickaboom the spear pull was. Can't even add the new skills to hotbar afaik. You MUST use the 5 slot setup through the skill window. Then that five slot setup ONLY appears with fists out. Can't see how much adrenaline I'm building with magic. Can't visually think about which button I want to press ahead of time if my hands are down b/c I can't frickin' see it.
After fiddling with it, I finally just got so disappointed with it that I logged off and went to play something else for the evening. Par for the course on MO2 patches most of the time I suppose. It just gets old. You could have taken this through another PTR and spent the time fixing your bonehead mistake of making the hotbar, meter, and skills only available with hands out. Instead, you pushed it forward like always.
All that said, I'm grateful that at least the feedback about not making EVERY skill interrupt casting was heard. The fact that this wasn't even considered until the feedback is again just more proof how melee tunnel-visioned this was from a development angle. I'm also happy about the outlaw change so that I won't get three groups popping on me within 100 yards once pop goes back down (I hope... time will tell). The new TC stuff looks neat as well, though I still need to learn more about it as I don't do much of that being a solo. The zergies seem to be happy about it and say outposts are fun.
Last change to discuss is the rep thing, which I liked at least from my perspective in the sandbox as a blueberry solo merchant. It will encourage folks to either go full red identity or be more careful about how many people they murder hobo. Unfortunately, this also applies to non-murder-hobos is what I'm hearing with group fighting each other, for example in dungeons or sieging SHs, grief each other with murder counts. Apparently there's even folks that hang out nekkid in dungeons and gather npcs with leashing and npc bomb others forcing you to attack and take the MC or die and give up your shit to a nekkid that can outrun npcs with bad leashing. This should have been thought about with the rep change.
I agree with these folks that dungeons should count as wilderness. I agree that more of the map should be wilderness. The new TC map section system could help with this. Make any section with a blue npc town/city have MC penalty. Everywhere else should be free game. I don't understand the roads between towns being included in the MC area, for example Western Coastlands... why does the Tindremic Empire give a damn about murderers out there that far from the city. Great change on making MCs hit rep harder... now make sure that you can only get MCd in the proper places... this should have happened in tandem with the rep change. If there are dungeons near cities, section the dungeon off separately in it's own little block so it can be made wilderness.
Now that I'm over the standard patch day disappointment, I'm going to go try to clean up the adrenaline mess as best I can for my mage (probably mostly just ignoring it in it's current state tbh) and try to explore to see some of the other changes out there in the world. I'm curious if when I cross the new TC zones if it will let me know with a tiny splash or something. If it does, that'd be nice. Time to go see the rest and hopefully less disappointing part of the Reckoning.
As you already know, it turned out that you have to pull your hands out to be able to use even the shared adrenaline skills. Not only that, you have to have your hands out to EVEN SEE THE DAMNED ADRENLINE METER. That was the real kicker that pissed me off, because I did not learn that magic damage built adrenaline until someone told me. If I can build the meter with magic damage, why the hell can't I see it while I'm building points using spells?!
I'll tell you what I think happened and hope SV takes another approach with a patch sometime soon. They tunnel-visioned this for melee despite having the enticing shared skills that mages could use, despite having mages talk about how awful this system feels to them on the PTR. They didn't want to fix it, however, because it is clearly deeply connected to pulling the hands out (possibly some connection to trying to avoid prebuilding adreline, too). I'm no designer, but that's just bonehead to leave out the mage audience completely b/c you tunnel-visioned on how cool chickaboom the spear pull was. Can't even add the new skills to hotbar afaik. You MUST use the 5 slot setup through the skill window. Then that five slot setup ONLY appears with fists out. Can't see how much adrenaline I'm building with magic. Can't visually think about which button I want to press ahead of time if my hands are down b/c I can't frickin' see it.
After fiddling with it, I finally just got so disappointed with it that I logged off and went to play something else for the evening. Par for the course on MO2 patches most of the time I suppose. It just gets old. You could have taken this through another PTR and spent the time fixing your bonehead mistake of making the hotbar, meter, and skills only available with hands out. Instead, you pushed it forward like always.
All that said, I'm grateful that at least the feedback about not making EVERY skill interrupt casting was heard. The fact that this wasn't even considered until the feedback is again just more proof how melee tunnel-visioned this was from a development angle. I'm also happy about the outlaw change so that I won't get three groups popping on me within 100 yards once pop goes back down (I hope... time will tell). The new TC stuff looks neat as well, though I still need to learn more about it as I don't do much of that being a solo. The zergies seem to be happy about it and say outposts are fun.
Last change to discuss is the rep thing, which I liked at least from my perspective in the sandbox as a blueberry solo merchant. It will encourage folks to either go full red identity or be more careful about how many people they murder hobo. Unfortunately, this also applies to non-murder-hobos is what I'm hearing with group fighting each other, for example in dungeons or sieging SHs, grief each other with murder counts. Apparently there's even folks that hang out nekkid in dungeons and gather npcs with leashing and npc bomb others forcing you to attack and take the MC or die and give up your shit to a nekkid that can outrun npcs with bad leashing. This should have been thought about with the rep change.
I agree with these folks that dungeons should count as wilderness. I agree that more of the map should be wilderness. The new TC map section system could help with this. Make any section with a blue npc town/city have MC penalty. Everywhere else should be free game. I don't understand the roads between towns being included in the MC area, for example Western Coastlands... why does the Tindremic Empire give a damn about murderers out there that far from the city. Great change on making MCs hit rep harder... now make sure that you can only get MCd in the proper places... this should have happened in tandem with the rep change. If there are dungeons near cities, section the dungeon off separately in it's own little block so it can be made wilderness.
Now that I'm over the standard patch day disappointment, I'm going to go try to clean up the adrenaline mess as best I can for my mage (probably mostly just ignoring it in it's current state tbh) and try to explore to see some of the other changes out there in the world. I'm curious if when I cross the new TC zones if it will let me know with a tiny splash or something. If it does, that'd be nice. Time to go see the rest and hopefully less disappointing part of the Reckoning.
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