Other schools could use a different animation to communicate their cast.
Personally I'm a fan of the minimalistic spell effects they have going on, the next step would be make each one distinct.
It looks like a place holder for the true remake of this school. Nothing travels to the target like many of the old spells. No death hit effects that MO1 had where a player would burst into flames. Seems like it was just slapped together like the place holder horses.
They are missing all the stats They are basically a copy of each other. No pet tickets and no breeding.Also have no idea what you're talking about with placeholder horses, they almost assuredly are not.
They are missing all the stats They are basically a copy of each other. No pet tickets and no breeding.
Right, again, features missing (pet trading or breeding), so incomplete, not placeholder. =)
Henrik in his latest stream said he'd completed work on I think 5 horse types, all with different stats for speed, turn radius, max hp/stamina, stamina drain etc. I think it was steppe, jungle, jotun and a couple others.
Don't forget the ability to bandage horses.
This is a very good point.100% agree with freehorses.
On the top of that I relly dont like speed of switching from meele to magic. As hybrid if I want to cast corrupt on someone who is running from me in order to eitheir bandage or run from fight it does not even make sense to start casting corrupt. Hide weapon and raise hands animation takes longer than it takes to start bandaging and if someone decide to run from fight casting time of corruption takes long enough for my opponent to run from the range of spell. I understand that these ranges, casting times and switch from meele to casting animations are there to ballance mages in big fight, but I personally found it very hard to make a use of magic as hybrid in situations where enemy can pay attention on you. In big fights there is place for magic on hybrids, but in small scale magic is useless to finish off running enemy. Spiritism long range spell can be used, but you have only one try, if you miss you better calll your horse and chase. Maybe Im doing something wrong, but as hybrid I rarely see opportunity to cast spell fast enough before target runs out of range.
Is it just me doing something wrong or does others struhgle with this too?
100% agree with freehorses.
On the top of that I relly dont like speed of switching from meele to magic. As hybrid if I want to cast corrupt on someone who is running from me in order to eitheir bandage or run from fight it does not even make sense to start casting corrupt. Hide weapon and raise hands animation takes longer than it takes to start bandaging and if someone decide to run from fight casting time of corruption takes long enough for my opponent to run from the range of spell. I understand that these ranges, casting times and switch from meele to casting animations are there to ballance mages in big fight, but I personally found it very hard to make a use of magic as hybrid in situations where enemy can pay attention on you. In big fights there is place for magic on hybrids, but in small scale magic is useless to finish off running enemy. Spiritism long range spell can be used, but you have only one try, if you miss you better calll your horse and chase. Maybe Im doing something wrong, but as hybrid I rarely see opportunity to cast spell fast enough before target runs out of range.
Is it just me doing something wrong or does others struhgle with this too?
Holy shit i hadn't noticed just how different the graphics were comparing Mo1 to Mo2. You look like you have skeleton fingers, you don't even look human. lol idk why that caught my eye as much as it did. I mean shit i played Mo1 last time like maybe 4 or so months ago and i thought the graphics were great Lol i hadn't realized how much better the graphics of Mo2 were until now.
the armor im wearing makes it look like i have the skeleton fingersHoly shit i hadn't noticed just how different the graphics were comparing Mo1 to Mo2. You look like you have skeleton fingers, you don't even look human. lol idk why that caught my eye as much as it did. I mean shit i played Mo1 last time like maybe 4 or so months ago and i thought the graphics were great Lol i hadn't realized how much better the graphics of Mo2 were until now.
I think game you want MO2 to be you already have plenty. Chivalry is pure meele with limited archery. No magic there. MO1 and MO 2 was never intended to be pire meele. You would hardly populate mmorpg with just chivalry players. This game is designed also for people who wants to enjoy different aspects of the game such as crafting, breeding, housing, explloration, RP, diplomacy, magic schools etc. Not just pure meele pvp fights all over again. For that mordhau or chivalry is perfect game already. I get your point. More features we have in MO less the ballance in combat will be. We can only hope that there wont be huge gaps between different pllay styles and those which will not be played at all will het buffed so more people will play them. Andyes, add over powered magic and kill Mo2 again ^^
magic should only used for healing - illusion - element controlling and summoning, any thing else will latterly bring you to square one.
p.s i d rather no magic at all in MO2 just keep it simple, thu its necessary evil to please the crowds better make it super hard to be a magician or super very expensive preferably both