TC overhaul questions

Anthius

Member
Aug 24, 2021
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Im not really sure if this will get to Henrik or anyone who has any say in the design of the game but theres a couple of things I really wanted to talk about. Mostly because I dont understand what they are going for with the regional sieges that were shown on stream. Maybe I just missed the information in the stream but I wanted to get a better understanding of what this new system is supposed to be. Is this fort system supposed to replace the current sieging system or add another layer to it? At what point can I siege an enemy house or castle with this new system? If I siege a region and take control of it, can I siege anyone in the region? Are we still calling this territory control? Do we get any sort of control over the territory? What does the owner of the region get from the region? taxes? Is there any way to prevent enemy guilds from building in your territory? I guess im just trying to understand the vision at this point. Where do war decs, regional sieges, castle sieges and all that fit into the vision?

Also Im pretty concerned with the affect ele mages have on every part of this game, as are most ppl who play the game. this is relevant because that fort, that was shown on stream, is a death trap. Ele mages are going to ruin every potential fight in these forts just like they ruin every potential fight at every siege and every dungeon fight. There is way to much dmg and aoe and utility packed into elementalism with no balance what so ever. Is there any plans for the future to balance elementalism like it was balanced in mo1, requiring the appropriate weather for all of the spells? If there isnt, that fort on stream, is going to need to have walls thicker than castle walls to avoid zergs just nuking everyone inside the fort with ele spam.

Idk, maybe one of the devs can shed some light on these questions.
 

KebekLorde

Active member
Jan 27, 2022
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Id say best way to balance elementalism is to make it combination magic as its supposed to. For example we have the darkness tar spells that apply oiled effect which never get used because there is no reason to do so. So if we insted or restricting the spell use to weather conditions [which wouldnt balance the spells themselfs anyway] insted we for example reduce the fireballs damage from the current 50+ to around 20 and make it so that if it hits targets that are under the effect of the oiled status the damage goes to the original 50+.
That way you cant midlessly spam all of the strong AOE spells and insted you have to do combos on repeat which provides much more room to counter the AOE damage with healing, getting out of the way, removing the oiled etc status effects and so on.
 

Anthius

Member
Aug 24, 2021
31
39
18
Id say best way to balance elementalism is to make it combination magic as its supposed to. For example we have the darkness tar spells that apply oiled effect which never get used because there is no reason to do so. So if we insted or restricting the spell use to weather conditions [which wouldnt balance the spells themselfs anyway] insted we for example reduce the fireballs damage from the current 50+ to around 20 and make it so that if it hits targets that are under the effect of the oiled status the damage goes to the original 50+.
That way you cant midlessly spam all of the strong AOE spells and insted you have to do combos on repeat which provides much more room to counter the AOE damage with healing, getting out of the way, removing the oiled etc status effects and so on.
Yeah, I agree but I still think that some spells like lightning bolt have way too much aoe. Some of the spells need to be reduced drastically if they can be spammed.
 

MolagAmur

Well-known member
Jul 15, 2020
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Im not really sure if this will get to Henrik or anyone who has any say in the design of the game
It won't. They don't engage in feedback threads like they did with MO1. No harm in talking about it though...
 

Teknique

Well-known member
Jun 15, 2020
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Hopefully I can clear up the decision making at sv a bit for you. Everything is balanced around mass crying, I mean absolutely everything, the combat, the sieging system, the wardec system, you name it. The kicker is though you gotta suck sv off enough for your tears to actually matter or glaze any idea that comes out of henriks mouth even if it’s completely brain dead. If you give actual feedback that’s good for the game but goes against the narrative you’re cooked.

I certainly hope this was helpful please let me know if you need anything else.
 

Emdash

Well-known member
Sep 22, 2021
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The issue with elementalism is they needed to make it so you have to prime an area ( think of elementalism as weather magic) and you have to get your guys in control of it. Elementalism would also be a great place to use multiple casters, like x spells require a certain amount of people to cast, but the idea should be to get YOUR elemental team in control of the area and suppress others, not just spam massive fireballz etc.

Also they should def make the areas ele immune if they are death traps. That's an easy fix.

I am almost happy to see MO die after all this shit.
 

Cur

New member
Mar 15, 2022
7
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Best use their feedback poll which is linked at the bottom of this page: https://www.mortalonline2.com/into-the-vault-147-reckoning-tc-overhaul-information

I expressed concerns about griefability. I believe it was said 100g to seige dec it, with a 1hr timer from the dec to when it activates. If you win, you get 2hours before it can be contested again.

This would be fun initially but then turn into a greif fest making it a chore for guilds that have villiages setup and "own" the area to come and take it back regularly. Especially if you deny them fights (from a greifing perspective, i'd take them while they are sleeping, and not be there when they contest it making it a daily thing they have to complete to retain the buffs / resources gained from it) as since seiging people out of an area is damn near impossible, greifing is the next best thing.

I also agree with the elementalism issues but that i think is harder to balance. It's a death trap in there for sure, they need to be careful with balancing it if they just raise the height of the walls it'll give the defenders the ability to mass ele spam out at the attackers for imbalance on that side.