Monsters and Memories (Project_N) - Old School Indie MMO

Noodleface

A Mod Real Quick
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19,997
Paladin and Inquisitor both have something to use for interrupt with a two-hander (stun, silence, choke). Not saying it’s ideal, but can make it work with those, especially if you’re in a party with other interrupters.

SK’s only “stop” currently is grip, right? That’s janky cause of the range. They’ll probably get something in their rework for stopping a cast while using a two-hander.

Won’t be able to get all the interrupts, but can get the important ones like fear or gate.

Paladin kept the damage shield nullifier and got better resurrection, not to mention all the other stuff. My group is going to have a Druid healer, I think we’ll almost certainly go paladin for our tank after this rework.
SK has the grip and kick for spellcasters
 

Valorath

Vyemm Raider
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2,894
Edited for clarity but yea, they have kick and grip. They’re losing kick, so with a two-hander their only option will be grip, and that’s janky because you have to move away from them to grip them. I suspect they’ll get something to compensate in the rework.
 

Kithani

Vyemm Raider
2,623
3,731
Edited for clarity but yea, they have kick and grip. They’re losing kick, so with a two-hander their only option will be grip, and that’s janky because you have to move away from them to grip them. I suspect they’ll get something to compensate in the rework.
Maybe u can drink darkspawn blood and relearn the kick ability from a snake
 
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Siliconemelons

Ssraeszha Raider
15,521
25,128
Ahh okay, so you have a separate chance roll for each level - and they all /could/ fire at once..

Screenshot 2026-09-11 at 12.52.24 PM.png


Been talking to a few pallies - seems the consensus is.

A) random proc is not how you "fix" a class's DPS output, let alone a random proc on an ability.
B) Utility was shifted to benefit groups, loss of pet, gain of (very minor) group buffing, and the damage share ability
C) ground consecrations should be longer or perm / link to camp fire and have more types (this is more of how to increase group function without destroying solo utility)
D) overall DPS is about the same if not lower
E) mana is used WAY more, heals are ehh buffed but not that great overall for mana ratio etc.
F) push to 1h is not preferable


edit: my consecrate buff is currently stuck on at 1s remaining, so my restorative strike is healing very nicely... this is how it should always be :-D

edit2: now @ 27 FP undead plateau all light blue and exp thusly has slowed down... time to find a new place. I think I can just move to the next "step" in FP
 
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Daidraco

<Gold Donor>
11,327
12,291
Paladin and Inquisitor both have something to use for interrupt with a two-hander (stun, silence, choke). Not saying it’s ideal, but can make it work with those, especially if you’re in a party with other interrupters.

SK’s only “stop” currently (other than kick) is grip, right? That’s janky cause of the range. They’ll probably get something in their rework for stopping a cast while using a two-hander.

Won’t be able to get all the interrupts, but can get the important ones like fear or gate.

Paladin kept the damage shield nullifier and got better resurrection, not to mention all the other stuff. My group is going to have a Druid healer, I think we’ll almost certainly go paladin for our tank after this rework.
So are ya'll doing a Trio? Or going full group?

Ahh okay, so you have a separate chance roll for each level - and they all /could/ fire at once..

View attachment 640417

Been talking to a few pallies - seems the consensus is.

A) random proc is not how you "fix" a class's DPS output, let alone a random proc on an ability.
B) Utility was shifted to benefit groups, loss of pet, gain of (very minor) group buffing, and the damage share ability
C) ground consecrations should be longer or perm / link to camp fire and have more types (this is more of how to increase group function without destroying solo utility)
D) overall DPS is about the same if not lower
E) mana is used WAY more, heals are ehh buffed but not that great overall for mana ratio etc.
F) push to 1h is not preferable


edit: my consecrate buff is currently stuck on at 1s remaining, so my restorative strike is healing very nicely... this is how it should always be :-D

edit2: now @ 27 FP undead plateau all light blue and exp thusly has slowed down... time to find a new place. I think I can just move to the next "step" in FP
Rats are non-social in the cave. They should be dark-light blue at 27 if you're trying to stay in FP.

SK has the grip and kick for spellcasters
It seemed like a lot of people already knew what the Paladins were getting in their redesign. But.. Im not hearing a whole lot of solid information, personally, about the SK redesign. Both Enchanter and Shadowknight are two classes that they've talked about changing a lot, but then you hear stuff like "Its fulfilling its role nicely already!" from the very people that are talking about changing some things. I'm more concerned with Charm changes myself, but Im looking forward to see it all.

After watching people stream a lot of the Deep yesterday. It seems like a lot, A LOT, of it is just not implemented yet. I'm kind of curious if theyre going to get those zones up and running by EA. As it "feels" like NH is going to have a lot of Deep race refugees.
 

Siliconemelons

Ssraeszha Raider
15,521
25,128
I will check out the rats. The plague born citizens etc are red, that was where I thought to go next, just keep on moving inward.

SK is their most controversial proposed change in all the aspects. Enchanter changes are mostly “spells” and gameplay change dubiousness.
 

Valorath

Vyemm Raider
1,447
2,894
So are ya'll doing a Trio? Or going full group?

We’ve got six so we’re just gonna roll with it and hope they adjust group exp values. My brother and I will have a duo druid enchanter on the side that’ll probably wind outpacing the static.