This suggestion is meant to run alongside other combat combat build changes suggested in this topic that make use of the points it frees up: https://mortalonline2.com/forums/threads/kaemiks-compendium-of-game-suggestions.7645/
As MO2 has transitioned to a 1 character per account game it does not feel like the skill system has really kept up with that. There are a lot of skills you NEED to pick up in order to be viable as a main character that the game requires you to invest points into. The only characters you could viably drop them on is are alts.
The primaries made secondaries I'm about to suggest have two goals:
1. To establish a better baseline combat viability for all characters with the presumption that a character played as a main needs certain things to enjoyably play the game. (Because this game should not be balanced around pay-to-win alt accounts)
2. To free up points for increased specialization in certain areas making builds more flavorful and unique.
PRIMARIES TURNED SECONDARY
1. Sprinting - Sprinting is a hard requirement for every single character that fights on foot. Only mount bound builds would run 0 sprinting, and mount bound builds have very limited limited application making them a solidly alt-only build.
2. Combat Maneuvering - Combat maneuvering translates directly to speed as you move faster in combat-mode than in non-combat mode with this skill at 100.*
3. Blocking - You don't have blocking. You're facing a veela melee. Game over, no matter what your build is unless it's mountbound. Enough said.
*Humans now get free armor training instead of Combat Maneuvering from clade gifts. Makes sense anyway with their cleric gift.
NEW SECONDARIES
1. Daggers - Ok so technically this is an old one but it's so overhauled that I'm suggesting it as new. Daggers are made a secondary but in exchange they have their ability to block all damage with 100 blocking removed. Even if parries 2h weapons should give considerable damage bleed through when used with a dagger. This gives everyone a free melee weapon they can use to deal damage, but not defend themselves very well.
"But there should be viable dagger-focused builds." Absolutely and as I post more suggestions you'll see a very powerful dagger assassin build formed. But it relies on other primaries and is not meant to fight head-to-head with true melees.
2. Quarterstaves - Quarterstaves are a new weapon type. They have a handle, a wrapping and no real head. Quarterstaves give blocking as a two-handed weapon, and a have very good base durability for the materials used. However, their damage is trash.
SUMMARY OF OVERALL EFFECT
All builds now move viably on foot. All builds now have the option of a defensive or offensive melee weapon even if they are not a melee build. Yes, melee-focused builds are WAY better at melee. But you can run a dungeon on a mount bound build or use a dagger to farm walkers on any mage. Pull a quarterstaff and parry on any build. Oh, and all non-braidead builds for mains just effectively gained 3 primaries they can use for specialization in their focus.
As MO2 has transitioned to a 1 character per account game it does not feel like the skill system has really kept up with that. There are a lot of skills you NEED to pick up in order to be viable as a main character that the game requires you to invest points into. The only characters you could viably drop them on is are alts.
The primaries made secondaries I'm about to suggest have two goals:
1. To establish a better baseline combat viability for all characters with the presumption that a character played as a main needs certain things to enjoyably play the game. (Because this game should not be balanced around pay-to-win alt accounts)
2. To free up points for increased specialization in certain areas making builds more flavorful and unique.
PRIMARIES TURNED SECONDARY
1. Sprinting - Sprinting is a hard requirement for every single character that fights on foot. Only mount bound builds would run 0 sprinting, and mount bound builds have very limited limited application making them a solidly alt-only build.
2. Combat Maneuvering - Combat maneuvering translates directly to speed as you move faster in combat-mode than in non-combat mode with this skill at 100.*
3. Blocking - You don't have blocking. You're facing a veela melee. Game over, no matter what your build is unless it's mountbound. Enough said.
*Humans now get free armor training instead of Combat Maneuvering from clade gifts. Makes sense anyway with their cleric gift.
NEW SECONDARIES
1. Daggers - Ok so technically this is an old one but it's so overhauled that I'm suggesting it as new. Daggers are made a secondary but in exchange they have their ability to block all damage with 100 blocking removed. Even if parries 2h weapons should give considerable damage bleed through when used with a dagger. This gives everyone a free melee weapon they can use to deal damage, but not defend themselves very well.
"But there should be viable dagger-focused builds." Absolutely and as I post more suggestions you'll see a very powerful dagger assassin build formed. But it relies on other primaries and is not meant to fight head-to-head with true melees.
2. Quarterstaves - Quarterstaves are a new weapon type. They have a handle, a wrapping and no real head. Quarterstaves give blocking as a two-handed weapon, and a have very good base durability for the materials used. However, their damage is trash.
SUMMARY OF OVERALL EFFECT
All builds now move viably on foot. All builds now have the option of a defensive or offensive melee weapon even if they are not a melee build. Yes, melee-focused builds are WAY better at melee. But you can run a dungeon on a mount bound build or use a dagger to farm walkers on any mage. Pull a quarterstaff and parry on any build. Oh, and all non-braidead builds for mains just effectively gained 3 primaries they can use for specialization in their focus.
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