I was watching a Slasher stream and saw Henrik pop in, I would love for Henrik to engage on these forums as often as engages in twitch streams. While you were in stream I saw multiple complaints about the combat meta, from both viewers and slasher himself. Slashers chief complaint is the defensive meta, novice players chief complaint is spinning and animation handling as the skill-cap in the game. Also the game revolving around parries which can be anywhere from mildly to severely impacted by ping.
This is something I've brought up before in this forum but i'd like to bring it up again now while its fresh in our minds. So lets talk Henrik, please engage with us here.
Lets talk about the current combat meta and how it resonates within the MMO player demographic and more specifically the demographic of MMO players that might be interested in playing full loot PVP games. Those players are currently playing: OSRS/Albion/EVE/Dark&Darker/Fractured/LeagueOfLegends/Almost human/Dayz/Rust and a handful of other survival games as well as those of us here in Mortal 2. Those are the type of players that *might* be interested in playing a game like Mortal. New players have to come from somewhere, they come from other games.
Currently the melee combat meta in Mortal is very defensive. 1v1's can take in upwards of 15minutes to complete however a 1v3 on the otherhand can be over in just moments. Which doesn't boad well for solo play as most solo players when engaged will be engaged by multiple players, not just 1. With no hard reset mechanics like other open world-pvp games you are often forced into a fights in Mortal that can only end in one outcome(your death). This is bad for the game, a player should never feel helpless, no matter how many people engage them.
Of all these games, most of the populated the survivals are FPS which revolve around equipment and extremely low TTK(TIme to Kill) and all of the MMO's are ability based. With Mortal being a MMO and a FPS viewpoint it makes sense thematically to combine these two elements. It also makes sense for adoption rates among players that might try the game. These players will be coming from a background of mostly ability based games.
What types of abilities?
Mobility & Damage to start. Potentially mitigation abilities later.
How would the meta change with the introduction of mobility and damage abilities?
Mages would be able to cast at full run speed, all the time.
Mages would have their own disengage abilities/peels
Melee would have gap closers, guaranteed damage, slows
Bows could become a viable foot build
Abilities could be balanced by introducing new action points that have perquisite requirements.
Unique hybrid builds could emerge. People could theory craft.
Races could get unique abilities.
Abilities and their damage could also be balanced by weapon class and material. Balancing by weapon damage only might result in everyone running only high damage weapons. IE: Messing maul
Ping would be less of a determining factor.
The meta would be more focused on movement and positioning rather then turtling.
The TTK would be lower with current health pools; health pools can always be adjusted until satisfactory.
A more offensive meta
An average player engaged by 3 players would have a much higher likelihood of taking at least one player with them. (this is good for the game.)
The basic attack system could remain in place with parries.
Notes:
Damage abilities should have to be aimed but if they connect the result should be almost exclusively small radius AOE damage. This will strongly discourage zerging. The ability shouldn't hit the player casting it.
This is something I've brought up before in this forum but i'd like to bring it up again now while its fresh in our minds. So lets talk Henrik, please engage with us here.
Lets talk about the current combat meta and how it resonates within the MMO player demographic and more specifically the demographic of MMO players that might be interested in playing full loot PVP games. Those players are currently playing: OSRS/Albion/EVE/Dark&Darker/Fractured/LeagueOfLegends/Almost human/Dayz/Rust and a handful of other survival games as well as those of us here in Mortal 2. Those are the type of players that *might* be interested in playing a game like Mortal. New players have to come from somewhere, they come from other games.
Currently the melee combat meta in Mortal is very defensive. 1v1's can take in upwards of 15minutes to complete however a 1v3 on the otherhand can be over in just moments. Which doesn't boad well for solo play as most solo players when engaged will be engaged by multiple players, not just 1. With no hard reset mechanics like other open world-pvp games you are often forced into a fights in Mortal that can only end in one outcome(your death). This is bad for the game, a player should never feel helpless, no matter how many people engage them.
Of all these games, most of the populated the survivals are FPS which revolve around equipment and extremely low TTK(TIme to Kill) and all of the MMO's are ability based. With Mortal being a MMO and a FPS viewpoint it makes sense thematically to combine these two elements. It also makes sense for adoption rates among players that might try the game. These players will be coming from a background of mostly ability based games.
What types of abilities?
Mobility & Damage to start. Potentially mitigation abilities later.
How would the meta change with the introduction of mobility and damage abilities?
Mages would be able to cast at full run speed, all the time.
Mages would have their own disengage abilities/peels
Melee would have gap closers, guaranteed damage, slows
Bows could become a viable foot build
Abilities could be balanced by introducing new action points that have perquisite requirements.
Unique hybrid builds could emerge. People could theory craft.
Races could get unique abilities.
Abilities and their damage could also be balanced by weapon class and material. Balancing by weapon damage only might result in everyone running only high damage weapons. IE: Messing maul
Ping would be less of a determining factor.
The meta would be more focused on movement and positioning rather then turtling.
The TTK would be lower with current health pools; health pools can always be adjusted until satisfactory.
A more offensive meta
An average player engaged by 3 players would have a much higher likelihood of taking at least one player with them. (this is good for the game.)
The basic attack system could remain in place with parries.
Notes:
Damage abilities should have to be aimed but if they connect the result should be almost exclusively small radius AOE damage. This will strongly discourage zerging. The ability shouldn't hit the player casting it.
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