2) CR2
I'm just curious, which system everyone prefers; reply with 1 or 2 depending on your choice. Thanks!
10 posts · 2008-02-13 15:53:00 to 2008-02-20 05:37:00
CR 1, without any doubt.
I have to agree with you, Vanil: CR 2 is crap. Too random variables that you can't control. Combat now is just a bunch of secret rolls, influenced by a bunch of strange stats that you don't know what they really do.

CR1 of course.
Not really a very fair contest, we never got to see what the original system would have been like as they gave up early on and didnt make the simplest of fixes to things like stun times, debuff stacking, and limited multi IL to 4.
The double hotbar isnt really an advantage in cr2 since you needed the extra slots to maintain the same functionality imo. CR2 is beautifully balanced for even fights and horribly unbalanced when the numbers are unequal.... 90% of pvp finds the numbers unequal on each side.
I cannot deny the many merits of cr2 but I just know that I enjoyed pvp a lot lot more pre-cr2.
fixed original system ftw

Regardless of details it really boils down to the fun factor and type of pvp you enjoy.
The old system had a LO for every occasion, whether you were alone or in a zerg, whether you faced one person or faced a Zerg, there was a way to PvP with all sides having somthing to achieve. Today Solo pvp is definitely more restrictive, Zergs are way more resistant to death, teams are favoured etc...... As a predominently solo pvp-er (or small team) under the old system every day offered lots of fun pvp, post cr2 its very hit and miss.
CR1 better for solo pvp and casually occuring, ie unbalanced, pvp (75% of all pvp)
CR2 better for duels, organised team pvp
Tytanya_MxO wrote:lolwut?CR2 better for duels, organised team pvp
I've taken out three MKTs in one life once, and then there are some days where I can't even kill another MA. CR2 is random and it's annoying, in CR1 I could at least know when I'm gonna win, instead of randomly not being able to get off a single attack on someone for 10 minutes.
Unfortunately relating pvp combat here to other mmo's isn't really very encouraging, the vast majority of mmo combat systems are limp, disconnected, overly random and unrewarding in the areas of skill or tactics.
Part of the old systems appeal and also a significant part of the overall appeal of MxO it was the distinction it had from generic mmo fare, not only did the world look different it behaved differently. CR2 was a step back towards into what everyone else was doing - free fire took a step forward (equal or better reward with less risk/restriction) and the unique style of IL took a step backwards (once you comit to IL you are pretty much in for the duration), nowhere is this more apparent than when you are facing a larger force, IL actually works as a trap holding you in place while the lazy zerg rattles you with free fire stuff.
Right from the beginning CR needed to offer IL some kind of protection, it needed to promote the unique and matrixy style of combat over the pale and insipid free fire.....it still does, and if there comes a time for CR3 then please please please do not waste your time looking at what other mmo's have already done, even the supposed dedicated pvp games like Fury are dismal when compared to the lowliest of online fighters, wrestlers or fps's out there.