Reaction to 10/14 PTR Patch (Last Post for Awhile AIYE)

Emdash

Well-known member
Sep 22, 2021
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as much as my 'photographic memory' will allow.

First and foremost, fuck it. haha. Fuck youse guys.

Secondly, some of these changes are good. Some are mechanically good and others have good 'theory' behind them. There is a lot of shit that doesn't make sense to me, however.

Why lower MA damage? There are so many ways they could have handled that. They could have (and I know people are gonna shit) removed Asyms. I've played short bow MA and it's less dmg, but it's a different style. Seems to make more sense, especially with how OP shit like volley can get with an asym. Could have made it so that archer arm / shoulder don't work on a mount. Could have raised str req curve. But they just flat 80% it. SV!

Books, lore, is good. Making you have to hold your attacks longer SUCKS because they are talking about nobody wants to misclick a wet noodle, but who wants to misclick a held attack, super rip.

Combat speed increase is VITAL and I hope they go deeper on that.

I don't understand changes like if you log in at someone's TC, you are transported to entrance. Does that mean you can log off in someone's TC then get out later? What is the point of that just make it so YOU CAN OPEN DOORS FROM INSIDE. If it is some protect mechanic, fuck that. Same w/ less time to siege people. 12 hours is not a long time. 5 hours is something you could do under someone's nose.

I think the ogh adren thing might be good. Since it is percentage based, it has way more of a chance of being good than thursar dmg starting at 50% health and ending at 10% at 1% health. What a joke. Being 1 hit before you can get a decent damage boost, and most of the fight you prol spend above 50%. The idea is to punish people for TARGETING thursar without finishing.

I still want all the shit I said in my 'listen to this' post. I want MO to be more than a PoI farm contest oppressive grindsim. I got nothing more. I may come back to say LOOK when January comes and if they didn't actually change the game, that it's still prol under 500 people avg. I hope they do. I hope they don't think bridge is gonna matter for long.

To quote a poster I very much respect. RIPMO2

(but feel free to rage or chime in along side me, this post is for da patch. I am just hijacking it with my resignation letter.)
 
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Iloros

Active member
Dec 14, 2023
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Thursar buffs straight up garbage.

Speed boost can work if its not so limited and counterable and STILL low numbers, 9% for 6 seconds with masteries? make it 15% for 8 seconds and MAKE IS STOP OF WE WANT TO ITS SO COUNTERABLE LOL!!!

If you are gonna make us literally unable to stop or turn, make it 30% bro.

as for bloodlust, it just needs to be 30% starting scaling from 90% hp to 10% rather than 50-1.

Relentless is so useless I didnt ever bother testing it. It needs a rework like idc about swinging when im 0 stam sorry.

Its like if you added an ability that heals you when you are already full hp lol

You dont swing at 0 stam thats kinda the thing in this game.
 

Jackdstripper

Well-known member
Jan 8, 2021
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About effing time that they fixed the locked in a house bullshit. Now people can actually dive inside a house and kill house shitters. This should have been done years ago.

MA didnt need a flat damage nerf, they should have never been able to use abilities to begin with. But whatever, a nerf is good either way. MA shittery is one of the most cancerous playstyles in MO. Zero risk, highest mobility, endless survivability.
 
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MO2RIP

Member
Feb 9, 2022
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Mortal dies a slow death that way you can still have hope it's going to recover somehow, that's Henrik getting the last laugh.

Chick-A-Boom​

 

Teknique

Well-known member
Jun 15, 2020
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I’m assuming this patch won’t bring back a single player. It might appear that way when wow forever hype dies down January feb
 

Iloros

Active member
Dec 14, 2023
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I’m assuming this patch won’t bring back a single player. It might appear that way when wow forever hype dies down January feb
So false. Its a mechanical patch, it will bring players. Well, I will come back so thats at least 1.
 

ElPerro

Well-known member
Jun 9, 2020
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they are overcomplicating shit imo

they should just copy the mo1 balance, thursar vs veela (ff and mage) worked fine there. The speed difference was minimal but good veelas could still kite while thursars could dive and kill mages. No stupid skinny/skeleteal builds zooming around with fat mage dmg. They needed good positioning and juking skills to survive no clades to save you.
 

Dargelar

Member
Nov 1, 2021
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I looked at the proposal, and honestly, I’m not thrilled. It’s not very clear what they’re trying to achieve or what they want to fix with these changes.

Changed human clade gift ‘Southerner’ into ‘Persistence Hunter’ which provides a 10% fire damage resistance, and 10% reduced stamina spent while sprinting.
It’s a funny change—useful only on the background of the other bad human clades. The race doesn’t look any better because of it.

Changed the Thursar Clade Gift “Adrenaline” to be a passive effect.
Fighting without stamina contradicts the meaning and logic in this game—it’s practically impossible. I’d rather this ability just restored some stamina with higher stamina reserve consumption (like a pipe).

“Thermoregulation” has been renamed to “Bloodlust” and provides a melee damage bonus starting at 50% health, which increases as you approach death. Initially we will be starting this at a maximum of +10% damage bonus while at 1% health, although this is subject to change.
All the damage boost mechanics in this game are flawed and lead to imbalance. The devs should first decide what they want the Thursar race to be. Giving more damage to a race that already deals a lot of damage is just nonsense.

Oghmir Clade Gift “Siegemaster” has been renamed to “Vital Surge” and is now an Active Clade Gift which allows you to instantly recover from mercy mode once, with a lengthy cooldown.
Another obvious overpowered thing. Why give a race with a self-healing mechanic a bunch of health plus the ability to exit mercy mode? Are you crazy? When I was designing new clades for the race (in my head), I wanted Thursars to be able to defend themselves in mercy mode as long as they have stamina—by letting them parry (but not attack) and doubling the mercy mode duration. I thought that was already too strong, so I added restrictions to balance it. And now they just gave this as a simple button press to the least suitable race. Why not give it to Humans? It would actually increase their numbers—it’s basically a second chance. It’s a second chance for the weaker ones. Humans don’t have any unique health‑recovery mechanics.

“Engineer” has been renamed to “Defiance” and now works by increasing physical defence by a value based on how much Adrenaline the Oghmir currently has stored. Each gained dot of adrenaline above 1 (because 1 is passively generated) grants 1% defence for a max of +9% at 10 Adrenaline.
Crazy—they’ve stacked max health, the ability to wear the best armor, passive defense from the clade, growing defense from adrenaline, personal active defense, and group active defense on one race. Maybe just balance the weapons instead of this nonsense. The word “balance” starts with “b”.

Replaced the “Risar Known” Clade Gift with “Frenzied Charge”. Frenzied Charge is a clade gift you can activate to gain an 8% bonus to run speed with the consideration of being unable to stop sprinting forward for 6 seconds. During this time sprinting drains no stamina, and your turn speed is reduced.
Very strange decision. Better to just give a forward jump similar to knockback, but with the character’s own body momentum.

Added a new primary skill: Mental Fortitude. This skill reduces incoming magic damage in the same way as the Defensive Stance skill, both by a raw value and a percentage.
Overall, it’s kind of a weak solution, because it basically becomes a mandatory skill.

From the patch notes, I don’t understand what the devs are aiming for, and I see clear problems for the future balance.
 
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