Some food for balancing thought

Rayster

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Some thoughts on the tweaks to balance gameplay.

Shields - Should be tied to strength (str) and the smallest tower shield should start from 100 str. That way they will be worn by the intended category of fighters, foot fighters.

Heavy Armour - Should also be tied to the strength (str), as it makes no sense for a weakling to be able to roam around in a very heavy set of armor.

Horse armor and carry capacity - Only level 50+ horses should be capable of carrying heavy armor and a heavily armored rider at the same time.

Horses leveling - Should level faster the more weight you make it carry and the better food you feed it with.

Armour - If it is made out of various gemstones should have magic resistance added to it, as it makes no sense that mages can have armor to defend themselves from melee damage and arrows, but melee and archers have no gear to protect themselves from magic. Alternatively, some kind of shine can be applied to metal-based armour.

One-handed weapons - Should not be able to parry 2h weapons. As I find it not very convincing that a 120-str monster gets his maul swing parried by a tiny dagger or 1 handed weapon.

Parry - Should receive chip damage instead of the block.

Full blocks - Only possible with shields and receive no damage upon blocking.

Spears - Should deal extra damage to horses/monsters if attacked from the front as well as stop horses/monsters altogether after landing an attack.

Mounted archery - Should only work with light-medium gear on.

Mounted magery - Skill should be removed, so that magic is only viable on foot.

Tamers and beastmasters - Should have mana drained (just like necros zombies) the more pets they have.

Pets - Should not be able to call back pets once they engage in a fight. Pets should have a fleeing threshold depending on the level of hp-ratio. Once reached, the pet will try to flee to safety(random location).

Pets leveling - Experience gains only from actual encounters and better food, not from target dummies.

Spellweave - Mages should be able to weave up to three spells into one shout. depending on the amount of intellect. Where dmg and healing for each spell is reduced 3x times. Up to 3x shouts can be stored for longer periods, depending on the amount of Psyche. Shouts are usable with weapons out and on the move.

Magic schools - Should cancel out each other and only one can be used. As it makes no sense to be able to heal zombies with light spells.

Magic school books - Should start with just two basic spells, aka ecumenical with a spurt and lesser heal. Necromancy with summon zombie and command zombie.

Special abilities - Should be using resources such as adrenaline. The more you get hit or the more you hit will increase the adrenalin bar. Parrying or not being hit or not hitting for a period of time should reduce the adrenaline bar.

Casting with one hand free - Should be allowed to cast spells with either hand free, with a reduction in spell strength by 3x.

2 handed weapons in one hand - Just like mounted melee combat, a two-handed weapon in one hand would require weapon strength required x2. I see no reason why strong characters cant wield 2h axe and a shield at the same time.


More will come.
 
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Kaemik

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Anyone still calling for MA nerfs needs to permanently shut up about balance. They are an absolute joke at this point. Take 100 points in archery. Carry a bow. Have minimal skill at using the terrain to your advantage as a footie. Win every fight against MAs easy.

They weren't even OP BEFORE their nerf. They were just good at killing mounts. And since everyone needs mounts to get anywhere, it lead to a fairly weak combat role being meta purely for utility/convenience.

The solution has always been passenger mounts so people with no mounted skills can move around the map with their groups. Foot builds have been significantly stronger than their mounted equivalents since the beginning of MO2. That's why you don't see people bring mounts to team fights really. Anyone who does quickly learns they're the least valuable member of their team. No matter the terrain the fights are held in.

If they implement mounts that can act as troop transports those mounts will quickly become the only mounts being used in serious fights. Opening up the door for real balance where mounted builds can be buffed to fill serious combat roles when working in conjunction with foot forces. We can already kind of see this in the AoE abilities beast mastery gives campadons. When those become rideable mounts, you'll actually see mounted builds used in serious fights. They're not likely going to win a fight on their own but hitting a flank with a ton of AoE damage will enable footy allies to make a push.
 
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Kaemik

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Also, for those upset about MM. That's because you had MAs nerfed. MAs are supposed to be their counter. Concentration only gives half the affect while mounted. If MAs aren't wobbling too hard to hit the damn MMs, they can seriously disrupt their ability to cast, and MMs have to ride in a straight line to charge heals for the mount making them easy targets for non-gimp MAs.

But because MAs now have massive wobble without taking a bunch of skills that are underpowered while fighting on foot to draw a bead on an MM, and definitely don't have the power to justify that point investment, MMs have no counter people actually want to run.

I mean archery in general is underpowered. But that's because when it was actually decent in beta people cried and had it nerfed. And there has never been as many people requesting all the trash archery primaries be made useful as there have a massive amount of idiots crying about literally everything that isn't foot melee.

I'm convinced about half this community would be perfectly happy if we only had one race, no mounts, no pets, no magic, and the only weapon allowed was a 2 handed sword.
 
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Doom and Gloom

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Absolutely awful suggestions every and each one of them, thankfully you are not in charge of balancing the game, clearly you have no idea about how to design games, you just want your playstyle to be fun and fuck everything else it seems.
 
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cerqo

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A lot of good suggestions but a lot of terrible ones as well. It looks to me like you have not played long enough to understand what some of these changes would result.

For example, if you made heavy armor tied to STR, veela warriors would get hard GUTTED and be pretty fucking useless. This change would literally result in nothing other than just gimping veelas.

Some of your changes are also already planned for the future. Like your suggestion to have spears do massive damage to mounteds if they ride straight into it. We had something called spear stance in the first game, and even though it was completely fucking useless, the whole idea behind it was basically what ur describing.

All your suggestions in regards to blocking I think are pretty bad personally. Only being able to parry with a shield would result in everyone playing shield, LITERALLY every single person that plays melee would play shield because not being able to negate damage when someone can negate ALL your damage is a colossal imbalance. Chipping i think is a bad mechanic simply due to the fact that its hard to block all attacks. Im not talking about regular swings looking straight at someone, im talking about spins, jump spins, tripple feints and all kinds of dumb shit. That stuff is not easy to block. So why would you add a mechanic to completely negate someone being good and being able to block those attacks? Its true that defence is the strongest in this game, but theres no easy way to solve the problem of getting past someones defence that is good at blocking. I would welcome a skillbased mechanic that lets you achieve that, but most things that people suggest would not be skillbased and would just lower the games skillceiling.

Yeah mounted archers should only be allowed to wear light armor. But that is pretty much already the case in most scenarios, and it doesnt really matter what they are wearing anyways because any mounted is unkillable.

Casting with 1 hand free would be completely broken. Now mages can sit there and parry every single attack, while blowing you up with UN-NEGATABLE damage to the face?

Shields being tied to STR, IMO doesnt really solve the problem with shields (tower shields). I am indifferent at the moment about this one, because it would just be a hard nerf to mages, but this nerf might be warranted, I have no real opinion about this nerf. I think the core issue though, is that tower shields particularly are broken and way too strong with almost no downsides. More so on oghmirs, who can literally negate ALL of the downsides of the tower shield by being able to wear like 32+ weight armor. So where you had to make the decission between having a steel tower shield and wearing shittier armor, or steel armor and shittier tower shield, an oghmir has to make no compromise because he can wear a steel towershield AND steel armor. Now this steel tower shield in steel armor is passively making him negate probably more than HALF of all damage done to him in melee if not more, tower shields should never have made it into the game.

1 handed weapons not being able to parry 2 handers? I mean lmao, again, literally NO ONE would ever play a 1 hander then. Maybe if the movement speed in this game was faster and you could actually do more footwork and dodge attacks, but that is likely never going to change because then it would ruin their prediction system.

Yeah mounted magery is completely and utterly broken and has been ever since it was added. Just like it was in MO1 :) Sadly I do not see SV doing anything about it any time soon.
 
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Kaemik

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The problem with tower shields is pretty simple. They're a better version of the shields we had before. I was calling before they got implemented that they were going to need to be tied to a primary. They were not, and so they're the only shield getting used now.

I don't think they are SO powerful that they need their own primary that does nothing else. But if their primary gave an additional benefit or was an existing primary with a logical relation like heavy armor training, it would be fine.

Actually... they would be great as a secondary under blocking and defensive stance. Defensive stance is always debatable on if it's worth taking or not. The combination of those two skills allows you to run it on a Tindremene that isn't 100 heavy armor training, but makes it a non-automatic pick for every Veela and mounted mage. And FF too for that matter.

Not that every FF doesn't already take nearly 100 armor training anyway but hopefully we get some benefits to running lighter armors that make a Tindremene fighter in Trindemic armor with a tower shield a non gimp build while also seeing limitations that make a mounted mage or veela skirmisher not automatically take a tower shield.
 
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cerqo

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The problem with tower shields is pretty simple. They're a better version of the shields we had before. I was calling before they got implemented that they were going to need to be tied to a primary. They were not, and so they're the only shield getting used now.

I don't think they are SO powerful that they need their own primary that does nothing else. But if their primary gave an additional benefit or was an existing primary with a logical relation like heavy armor training, it would be fine.

Actually... they would be great as a secondary under blocking and defensive stance. Defensive stance is always debatable on if it's worth taking or not. The combination of those two skills allows you to run it on a Tindremene that isn't 100 heavy armor training, but makes it a non-automatic pick for every Veela and mounted mage. And FF too for that matter.

Not that every FF doesn't already take nearly 100 armor training anyway but hopefully we get some benefits to running lighter armors that make a Tindremene fighter in Trindemic armor with a tower shield a non gimp build.

That does nothing to combat the fact that tower shields are completely broken in essence. They need hard downsides added onto them so that there is some form of consideration made "if i use a tower shield i wont be able to etc." or "if i use a tower shield, i will have to compromise on this etc.", currently there is absolutely no compromise to using a towershield and them being tied to skills that you will already have maxed on a footfighter does nothing but simply make mages stop using them in some cases.
 

Kaemik

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Not every fighter maxes defensive stance. And I don't think they automatically would with a change like that given 2h weapons are still the meta.

If you're adding def stance to the essential fighter kit. That makes the essential fighter kit:

100 in your primary melee
100 blocking
100 anatomy
100 archery
100 armor training
Most of 100 heavy armor training (Enough to run full steel on your build)
100 Defensive stance

Plus the universal footie essentials of sprinting and combat maneuvering.

That's 900 primaries. Your options to do anything additional with the build are pretty limited at that point. Like if for instance, I'm taking 200 primaries to run a polearm which is definitely worth it on some builds, I'm not taking 100 Def stance for a tower shield as well given I can't use both elements of my build at the same time.

If I'm taking CC, Adv. CC and BM for a bear/terror bird/campadon. I'm really going to question the value of the defensive stance still.

If I'm taking controlled riding, mounted archery, and controlled aiming, that defensive stance is not looking too hot.
 
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cerqo

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Not every fighter maxes defensive stance. And I don't think they automatically would with a change like that given 2h weapons are still the meta.

If you're adding def stance to the essential fighter kit. That makes the essential fighter kit:

100 in your primary melee
100 blocking
100 anatomy
100 archery
100 armor training
Most of 100 heavy armor training (Enough to run full steel on your build)
100 Defensive stance

Plus the universal footie essentials of sprinting and combat maneuvering.

That's 900 primaries. Your options to do anything additional with the build are pretty limited at that point. Like if for instance, I'm taking 200 primaries to run a polearm which is definitely worth it on some builds, I'm not taking 100 Def stance for a tower shield as well given I can't use both elements of my build at the same time.

If I'm taking CC, Adv. CC and BM for a bear/terror bird/campadon. I'm really going to question the value of the defensive stance still.

If I'm taking controlled riding, mounted archery, and controlled aiming, that defensive stance is not looking too hot.

I wrote out a whole long reply but then I took a better look at what you said and yes as you say its 900 ESSENTIAL points, with defensive stance included. Im not gonna do the quick math right now to confirm its actually 900 points essential for a footfighter but it sounds about right. Yeah, we are talking about a FOOT fighter, not an "all around" footfighter that can do mounted combat or archery. Disregard the fact that you dont really need archery or mounted archery to even do damage with both. And yes, i mean you have points to spare to do whatever you want and you need to choose. Im not gonna comment on your ideas of poleaxes and adv cc etc. But if you think that an actual FOOT fighter PvP player (the only place where balancing really matters) does not have defensive stance in his build, you are high on fucking crack and I hope you don't give build advice to any new players.

You can make compromises in your build if you are making a specialised (hybrid thats not a human paladin etc.) or more all around type build (which obviously requires compromise AS INTENDED), but if you are making a simple full footfighter you will always have defensive stance.

Edit: Oh right, you also listed 100 points for archery in your build, that is for sure the FIRST thing to compromise if you do not have enough points, considering you can still do plenty of damage with 0 archery.

Also, you can always take what i say as my view on it, and it only helps me if people play shit builds in the game, but i guarantee you if there was a survey of every footfighter in the game, a complete majority of them would have defensive stance.
 

Hodo

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Some thoughts on the tweaks to balance gameplay.

Shields - Should be tied to strength (str) and the smallest tower shield should start from 100 str. That way they will be worn by the intended category of fighters, foot fighters.

Heavy Armour - Should also be tied to the strength (str), as it makes no sense for a weakling to be able to roam around in a very heavy set of armor.

Horse armor and carry capacity - Only level 50+ horses should be capable of carrying heavy armor and a heavily armored rider at the same time.

Horses leveling - Should level faster the more weight you make it carry and the better food you feed it with.

Armour - If it is made out of various gemstones should have magic resistance added to it, as it makes no sense that mages can have armor to defend themselves from melee damage and arrows, but melee and archers have no gear to protect themselves from magic. Alternatively, some kind of shine can be applied to metal-based armour.

One-handed weapons - Should not be able to parry 2h weapons. As I find it not very convincing that a 120-str monster gets his maul swing parried by a tiny dagger or 1 handed weapon.

Parry - Should receive chip damage instead of the block.

Full blocks - Only possible with shields and receive no damage upon blocking.

Spears - Should deal extra damage to horses/monsters if attacked from the front as well as stop horses/monsters altogether after landing an attack.

Mounted archery - Should only work with light-medium gear on.

Mounted magery - Skill should be removed, so that magic is only viable on foot.

Tamers and beastmasters - Should have mana drained (just like necros zombies) the more pets they have.

Pets - Should not be able to call back pets once they engage in a fight. Pets should have a fleeing threshold depending on the level of hp-ratio. Once reached, the pet will try to flee to safety(random location).

Pets leveling - Experience gains only from actual encounters and better food, not from target dummies.

Spellweave - Mages should be able to weave up to three spells into one shout. depending on the amount of intellect. Where dmg and healing for each spell is reduced 3x times. Up to 3x shouts can be stored for longer periods, depending on the amount of Psyche. Shouts are usable with weapons out and on the move.

Magic schools - Should cancel out each other and only one can be used. As it makes no sense to be able to heal zombies with light spells.

Magic school books - Should start with just two basic spells, aka ecumenical with a spurt and lesser heal. Necromancy with summon zombie and command zombie.

Special abilities - Should be using resources such as adrenaline. The more you get hit or the more you hit will increase the adrenalin bar. Parrying or not being hit or not hitting for a period of time should reduce the adrenaline bar.

Casting with one hand free - Should be allowed to cast spells with either hand free, with a reduction in spell strength by 3x.

2 handed weapons in one hand - Just like mounted melee combat, a two-handed weapon in one hand would require weapon strength required x2. I see no reason why strong characters cant wield 2h axe and a shield at the same time.


More will come.

Another person who has never been in a fight.

You realize that parry is not just stopping the weapon right?




You can quite easily parry a larger weapon with a smaller weapon. And anyone who has any training in martial arts will tell you, size isnt everything.

I am twice the size of a friend of mine, and she has tossed me like a ragdoll when she caught me off guard. I got cocky was showing off and she flung me like I was a toy. I never laughed so hard. To give context she is 105lb and 5'1" meanwhile I walk around at 5'9" 200lb.
 

Kaemik

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Oh right, you also listed 100 points for archery in your build, that is for sure the FIRST thing to compromise if you do not have enough points, considering you can still do plenty of damage with 0 archery.
It's amazing to me that the same people saying you can drop 100 archery are the same people complaining mounted builds and pets are overpowered and they don't understand the correlation. A significant portion of your archery damage comes from taking 100 archery. It's a single primary that provides massive value in countering entire roles. It's not optional. It's a hard requirement if you don't want pets and MMs to run over the top of you.

Yes, it's use against a FF in steel is pretty limited. But this game isn't just about 1v1ing FFs in steel.

"Man. MMs are so overpowered. Yes I dropped archery for defensive stance. I think the solution is to nerf mounted builds."

If people only build around fighting other foot fighters that removes all right to complain with other roles stomp them.
 
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Kaemik

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I'll put it this way. Yes, you can drop archery and spend all your remaining points on FF skills. And I'm fairly sure if we both ran that build you would beat me. I'm sure you're very good at playing it. You'd beat me even harder if I kept archery and didn't take defensive stance for that specific 1v1.

I could also keep archery, not take Defensive stance, run CC, Adv. CC and 91 herding for the wolf cheese, kamikaze my wolves into you while also attacking you in melee, and I'm fairly sure I would win. As a less skilled player and definitely a less practiced 1v1er. However if you started that fight as an MA and then transitioned to FF once my wolves were dead, my money is on you again. And it's entirely on you if I have 0 archery because you'll easily be able to kill multiple wolves before you have to ride off and reset, putting your horse at significantly less risk. With 100 archery I can still go for the play of get your horse before you get my wolves and come into the fight with an advantage when you are forced to face me and my remaining wolves on foot.

Your builds sound very good for all these 1v1 tournaments with these hyper restrictive rules. I don't build around fighting with "honor". Nobody has a right to complain if they drop counters to things they don't like, and then find themselves losing to those very things. So I build my characters around versatility, and usually take things to round out major weaknesses if I can do so. My "hard requirements" usually assume 2 roles per build because nearly all the best builds play that way.

Just foot melee is barely a better character concept than just foot archer. And just foot archer is absolute garbage. Foot melee may be the strongest role in the game, but any singular role is ridiculously easy to counter if it's the only thing you know how to do. And that's the way it SHOULD work.

That's why I find it hillarious we are now in a MM/Tame spam meta. Both those things are countered by MA. Countered HARD in the case of wolf spam. And MA is the easiest role for a FF to pick up as their secondary function. They already have high strength and SHOULD have 100 archery. But because they argued for nerfs to a complementary role they now find themselves unable to counter things that are strong against FF and weak against MA. Poetic justice. These are FF's balancing sins coming back to bite them in the ass (literally :LOL:). I hope this meta never ends until MAs and archery in general get buffed substantially. And mark my words, if there were a substantial archery/MA buff. This current meta WOULD end with 0 nerfs to tamer/MM. A powerful MA would eat these wolfpack builds for breakfast while powerful foot archers would still have a huge edge against an MA.
 
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2Op4Scrubs

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1Shields - Should be tied to strength (str) and the smallest tower shield should start from 100 str. That way they will be worn by the intended category of fighters, foot fighters.

2Heavy Armour - Should also be tied to the strength (str), as it makes no sense for a weakling to be able to roam around in a very heavy set of armor.

3Armour - If it is made out of various gemstones should have magic resistance added to it, as it makes no sense that mages can have armor to defend themselves from melee damage and arrows, but melee and archers have no gear to protect themselves from magic. Alternatively, some kind of shine can be applied to metal-based armour.

4One-handed weapons - Should not be able to parry 2h weapons. As I find it not very convincing that a 120-str monster gets his maul swing parried by a tiny dagger or 1 handed weapon.


5Mounted magery - Skill should be removed, so that magic is only viable on foot.

6Tamers and beastmasters - Should have mana drained (just like necros zombies) the more pets they have.
Pets - Should not be able to call back pets once they engage in a fight. Pets should have a fleeing threshold depending on the level of hp-ratio. Once reached, the pet will try to flee to safety(random location).
Pets leveling - Experience gains only from actual encounters and better food, not from target dummies.

7Spellweave - Mages should be able to weave up to three spells into one shout. depending on the amount of intellect. Where dmg and healing for each spell is reduced 3x times. Up to 3x shouts can be stored for longer periods, depending on the amount of Psyche. Shouts are usable with weapons out and on the move.

8Magic schools - Should cancel out each other and only one can be used. As it makes no sense to be able to heal zombies with light spells.

9Magic school books - Should start with just two basic spells, aka ecumenical with a spurt and lesser heal. Necromancy with summon zombie and command zombie.

10 2 handed weapons in one hand - Just like mounted melee combat, a two-handed weapon in one hand would require weapon strength required x2. I see no reason why strong characters cant wield 2h axe and a shield at the same time.


More will come.
1. Lol Yall ask for shields to add to armor weight, and they did it and now u want 100 STG to use a fkin tower shield. Yet FF can Purify a 100ecu 100 Mental offense, focus... Mage with only 10 int and 20ecu. Wheres the balance for that?
2. I think anyone should be able to wear any armor just be slowed down! Like Swimming, It based off of your carry weight so the stronger characters can still swim with more weight. But there needs to be a threshold for heavy armor on land. A Dex FF in steel should not be able to catch a Dex mage in fur armor!
3. No, Because all you gotta do to protect your self from magic is get PSY. Getting Psy increases your base magic resistance, and you % to resist a spell.
Just as a Mage has to invest in armor traning, and this tanks their mana regin further protecting you from magic! There is no Attribute points that mages can use to get a base physical damage or % chance to resist physical damage. Ive talked about this before, and I think Dex having a % chance to doge an attack would be an interesting dynamic. It would only make a FF have to swing one more time if they "Doge" an attack.
4. I think this would be odd, Because When I think of a 1 handed fighter I think of a High Dex fighter, and their agility is not matched by brawn. So I believe it should be just how it is. And even when brawling comes out, With out fist weapons I would still like to see it be able to parry the attack, But not called parry, like pushing the attack away and doge it.
5. LMFAO! Who fucked your day up?
6. Bruh do you even know what it takes to be a tamer? You dont have to be a mage to be a tamer! So Wtf if you want to play tamer you have to play mage as well? That is dumb.
Why should they pets only follow 1 command their whole life? Why would SV force people to throw away their pets? It can take up 8hrs to level up a pet. Why the fuck would anyone sit there afk Just so they dont have control of their pet? Also If pets only level from "Actual encounters" You would never see them because they would get 1 shot. Everyone gets a bonus of I think 20% extra damage if they have the zoology lores. < This needs to be switched!!! We dont even have pet armors and everyone gets 20% because why????
7. What? 🐒
8. Oh so I just Have my other 400 points sitting there? Why the fuck would they restrict mages to 1 school at a time. Everyone would be ECU. Thats like saying "Oh I think you can use a bow or 1 melee weapon. You should not be able to use them both at once." Its fucking SILLY!
9. I think this is good, But you should not be able to buy a necro spell book. Its an outlawed Magic school...
10. Bro People fucking hate tower shields! Imagine the rage if a mfer got a tower shield and a axe that hits for 70+
 
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Rayster

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Another person who has never been in a fight.

You realize that parry is not just stopping the weapon right?




You can quite easily parry a larger weapon with a smaller weapon. And anyone who has any training in martial arts will tell you, size isnt everything.

I am twice the size of a friend of mine, and she has tossed me like a ragdoll when she caught me off guard. I got cocky was showing off and she flung me like I was a toy. I never laughed so hard. To give context she is 105lb and 5'1" meanwhile I walk around at 5'9" 200lb.

What you've shown is more of a theory crafting rather than real fighting. You can have two kids parrying each other just like in the video you have provided. But real fights are way more brutal than what you've shown. Take a look at this
 

Rayster

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Thanks to all who participated so far. It's good to see various opinions on the balance and new game mechanics thoughts, so that the devs can have a feel for it. Just please try to set aside your biases and emotions, as balance is important to have in the game so that we won't end up with everyone playing or forced to play one single build.

I am looking forward to further responses from the community.
 

2Op4Scrubs

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What you've shown is more of a theory crafting rather than real fighting. You can have two kids parrying each other just like in the video you have provided. But real fights are way more brutal than what you've shown. Take a look at this
Also If you look at this video, It look like Handel hits do more to them then the actual weapon!
So Now I think handel hits should do more damage then actual weapon heads. G fkin G :p
 

Hodo

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What you've shown is more of a theory crafting rather than real fighting. You can have two kids parrying each other just like in the video you have provided. But real fights are way more brutal than what you've shown. Take a look at this

I know that VICE video well. That is the ACL, or Armored Combat League. And very little of what they do is based on historical fighting. It is at best brawling in armor, the whole goal is to throw your opponent to the ground, not kill your opponent.

To continue with realism and realistic.

Here is a video explaining why a certain movies fight was one of the more realistic fights and shows parrying in a realistic way.


And a second one done by a couple of historical martial arts reenactors.

 
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Hodo

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Also If you look at this video, It look like Handel hits do more to them then the actual weapon!
So Now I think handel hits should do more damage then actual weapon heads. G fkin G :p

Hell if you really look at that video, neither of those individuals look like they are able to run down anyone not in armor... or do anything for any distance in armor. And I am DAMNED sure they have HEAVY ARMOR TRAINING maxed.. lol
 
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2Op4Scrubs

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Hell if you really look at that video, neither of those individuals look like they are able to run down anyone not in armor... or do anything for any distance in armor. And I am DAMNED sure they have HEAVY ARMOR TRAINING maxed.. lol
FR Nurf Heavy armor!
 

Kaemik

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FR Nurf Heavy armor!

I'd rather see the opposite. Heavy armor is a huge investment. Because I mainly run lighter armors for mana regen I am saving like 100g per kit. And it's 200 primary points to fully max armor training.

I think if I throw 100g into a light armor kit it should give a lot more power. There should be major benfits to using light armor. Not just for mages but fighters as well. Possible candidates include a flanking bonus (additional damage when you get a back hit melee and archery), higher weakspot rate, increased firing rate and/or range with bows, and lower effective weapon weight with melee weapons for the purpose of determining swing timers (Because I would love to see a Kallard in Kallardian Padded with a Kallard Double Axe actually be a good build).

I also wouldn't mind seeing a primary or two built around the idea of light armor fighting. They could easily make points for this by making sprinting and combat maneuvering secondaries which is something I've been suggesting a long time as no non-alt build of any form would ever dump those and still be able to enjoyably experience the whole game.

To be clear, this shouldn't be something you get for stripping naked. It should be a bonus on lightweight armor sets and materials that increases with a good set made with more expensive materials. It should also increase casting speed or something by a bit given even mages are being told to take heavy armor training by a lot of people.
 
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