It Feels So Wrong To carry a Tower Shield as a 10 STR Mage, here are some solutions

JohnOldman

Active member
Jan 6, 2022
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Right now There are only 3 viable mage gameplays

Mounted mage: Tied to your wheelchair, can only go around to places where mounts work.

Pure mage on foot: Only viable to play with other players, really strong with the right people around peeling and protecting for you, good for dungeons and group content like sieges, mincemeat by himself, trash at solo play.

Hybrid Mage/Dagger Mage: Your bread and butter go to PvP build you are very squishy but faster than most, plenty of outplay potential but you focus on your melee weapon for the vast majority of your gameplay, magic is only to initiate or peel for the team.

Now, as a Foot Mage whether I am skinny or fat i hate the fact that in order to defend myself i need to carry around a freaking Tower Shield, it doesn't fit in any way shape or form, it feels out of place and kills my drive to be a Mage.

IMO it makes no sense a mage has to invest into a weapon skill and be good with it in order to do anything by himself or last more than 3 hits if a melee fighter closes the gap and gets next to him, mages on small skirmishes are trash unless they are max dexterity hybrids moving faster than the enemy carrying around a heavy tower shield on their back.

As a Pure Mage on a 1v1 if the enemy is next to me and its faster than me the only thing i can do is parry until i die, there is no comeback or counter play.

Now to my suggestions for this matter:

First and foremost, regardless of anything else, ALL SHIELDS should have STR requirements, drastically impairing your character if you don't meet them, 10 STR should never work with shields.

Option 1:
Make Wrestling not useless, similar to Ultima Online almost all mages chose to have wrestling as a defensive mechanism.
Make it so if i have 100 points in blocking 100 points in wrestling 100 points in Unarmed Blocking and I am not holding anything i can get to mitigate as much damage on parries and blocks as melee player with 100 block and a weapon.

Option 2:
Implement Mage weapons, such as Staffs or mage bracers, you can cast spells on combat mode while holding these weapons, holding right click you can directional parry like with any other weapon but it also drains some of your mana alongside stamina to compensate you can cast while holding them.

Option 3:
Implement off hand mage shields, these can be anything and everything, Codex, Lamps, Focus, Skulls, Chimes, Tomes, Baubles, scepters, prisms... anything that works with the current material crafting system would be best.
They can boost your stats in some way such as mana(optional and not the main point) but they don't give any mitigation unless they are active.
If you right click you activate these and start channeling, making a force field in front of you, passively draining your mana while the shield is active, any incoming damage towards the hitbox of the shield will get mitigated by some amount (20-60% depending on the quality of the materials of the shield) and the rest will drain your mana pool instead of your hp pool, if you run out of mana the shield dissipates and any overflow damage goes to your life like normal. activation speed should be a bit longer than shields since it avoids directional combat, but its fast enough so you can cast it between spells if someone is closing the gap on you.

Option 4:
Concentration is 100% effective but it lowers with the same formula as mana regen, the higher your armor weight the lower your concentration becomes, a mage on Rugged garments can have 100% concentration. If you wear armor plus a 10kg tower shield then you get interrupted 90% of the time.

Honestly IMO all these can be implemented if balanced properly but any of them will work a thousand times better than the current system, I am just sick of using shields on my Pure Mage.
 
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Midas

Active member
Feb 25, 2022
255
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Your right it feels horrible and verry clunky especially with having to use combat maneuvering or face -10% movement speed penalty. I like these ideas and i touched on something similar And it would just take two spells added to ecumenical to fix. this is a link to that post https://www.mortalonline2.com/forums/threads/pure-mage-vs-pure-footie.10957/ I hope to see more forum posts and topics that are closely related to this one. because as a human dagger/dex hybrid doesnt work for me as it does for alvarins and it feels horrible to know il just be blocking till i die.
 

Siiiz

New member
Sep 4, 2022
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I think option 4 would be the easiest to try. Concentration as a skill is kind of useless in that it's benefits are only marginal. If a footie gets in melee range you don't have recourse unless you have a pet or something to damage the FF. I think concentration should be changed regardless and many people have pointed out how worthless it is and how if you get closed on you're dead.

As a caveat I think it would be intresting to see what a good midpoint of that would be- if you could cast like 2 second spells without being interrupted that would still be huge but being able to still cast larger spells with impunity should be possible.

Combat as a whole needs a pass as there are several tweaks that could make things better for everyone but I think that should be saved for the weapon ability patch up ahead.

As many have said, mages need gear that helps them do their thing and that's a possible solution I would like to see and that I hope happens with staff magic. It would tie into the fantasy of the playstyle and help make it funner for everyone I think.

I also think midas' idea of having a skill that allows mages to regain mana for successful parries is an interesting idea and touched on the issue of mages not really having a reliable method of regaining mana in a fight. Ff can just not run around for a second and regenerate most of their stamina but magic regen is notably slower. This leaves mages off in a bad state where unless the fight finishes I'm the first 6 seconds they're toast- they either run out of mana casting like 5-7 spells or they can't cast them because a ff is on them and they're dead and that's not fun for anyone. This leaves us In a state where full mages are despised for the amount of damage they can do when they win, and where we are bitter about every other instance. This, frankly, is because the play for both parties is bullshit. You either get the drop on someone or you don't, it's not like other forms of fighting where it's actually a fight I think.

Contrast with archers who can be more heavily armored do more raw damage and can still hit hard in melee- we see that arrows are affected by armor, you have to buy bows and armor, and when you close on an archer you can actually fight them. I'm like it if mages had a similar experience.


Maybe more expensive and exotic materials should confer magic resistance? Maybe more spells should be affected by armor? I think the state of mages doesn't fit into mortal nearly and much needs to be done as everyone thinks mages are bullshit.
 

Emdash

Well-known member
Sep 22, 2021
3,046
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I wonder if MO could ever incorporate dodges. Not like combat leap bunny hop but actual like jump back, jump side, jump forward. Like blocking directions but with lunges.