The Exalted Harbinger skill Harbinger of Judgement works based on MO-reducing actions*, which made me think about actions that should reduce MO but currently don't.
Killing Neutrals could reduce MO by 1 and killing Goods reduce MO by 2 for Neutrals/Evils- it's more efficient to write in blood instead of killing to reduce morality, so this should help. Another action that could apply is desecrating corpses. Given that writing in blood reduces MO by 2, actively desecrating one should have at least the same MO effect. Curses (Agony Curse, Defiler Poison, Curse of Blood) should also reduce MO, as they're particularly cruel. Active Infusion towards Evil should also decrease Morality, since you're making the tile more Evil (maybe at a 1:10 rate? Also makes sense to apply this to Neutral and Good Infusion as well and gives the Infuse skill a secondary purpose).
And as a side note, the Angelic MO-reducing abilities (Divine Investiture, Redeemed skills) shouldn't trigger the Harbinger of Judgement passive (doesn't make much sense from either a mechanical or flavor perspective).
Gameplay: Negative MO Sources
Re: Gameplay: Negative MO Sources
Neutrals attacking/killing Neutrals resulting in a negative MO shift would be a giant mess.
Agree that Active Infusion should cause a move re: the appropriate alignment being Infused, however the move should be very small otherwise it'll be a "Get Out of MO Jail Free" card.
Tangential: the need to improve signals/feedback provided to new players regarding MO losses, gains and how it impacts their T2 and T3 choices. Having a morality/class options flowchart on the skill purchase screen would be a good start.
Agree that Active Infusion should cause a move re: the appropriate alignment being Infused, however the move should be very small otherwise it'll be a "Get Out of MO Jail Free" card.
Tangential: the need to improve signals/feedback provided to new players regarding MO losses, gains and how it impacts their T2 and T3 choices. Having a morality/class options flowchart on the skill purchase screen would be a good start.
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Re: Gameplay: Negative MO Sources
Attacking Neutral as Neutral already results in negative MO. As for things becoming a "mess", skills can be tweaked to account for an additional 1 MO loss on a kill (some kind of Nexus Champion MO centering ability), but that's outside the scope of this suggestion.
Re: Gameplay: Negative MO Sources
Okay, let me add a word: Neutrals attacking/killing Neutrals resulting in a greater negative MO shift would be a giant mess. In particular because it will result in a lot of newbies in T1 only seeing Neutral and Evil MO Class options when they hit T2.
While the wiki has information about this and how to fix the situation, one of the greatest barriers to new players is how much knowledge is assumed about mechanics like Morality.
While the wiki has information about this and how to fix the situation, one of the greatest barriers to new players is how much knowledge is assumed about mechanics like Morality.