Was Moco Chapter 2 a Good Update?
Summary
TLDRThis video provides an in-depth analysis of *Moco* Chapter 2, highlighting key weapon mechanics, frustrations with PvP, and concerns regarding the endgame. While the game introduces exciting cosmetics and new modules, certain weapons like the Poison Bow and Horn need buffs to stay competitive. PvP struggles with auto-lock issues, and minor rings feel underwhelming. The biggest concern, however, is the lack of engaging endgame content, with players reaching Elite Hunter Level 100 and having little to do. A proposed 'Mega Rift' could provide a fresh challenge, offering legendary weapons as rewards and keeping players invested in the game.
Takeaways
- π **Weapon Balance Needs Attention**: The Speed Shot dominates the meta, while the Poison Bow and Horn require buffs to compete effectively. The Singularity needs a rework, potentially transitioning it into a ranged weapon.
- π **PvP Frustrations**: The player dislikes PvP due to auto-locking aiming mechanics and monster interference. A manual aiming option would improve the experience and add skill to PvP.
- π **Minor Rings are Underused**: Minor rings offering extra health or survivability are considered irrelevant unless you're playing a tank. The majority of players stick to major passive rings.
- π **Executioner Ring is Rarely Used**: Many rings, like the Executioner Ring, are seldom equipped or seen in gameplay. There's a call for a rework of the ring system.
- π **Cosmetics are a Key Selling Point**: The introduction of weapon skins and cosmetics like mounts and dances are a great way to keep players engaged and boost revenue for the game.
- π **Elite Hunter Pass Offers Value**: The Elite Hunter Pass includes valuable cosmetics and elite modules like Speed Kill and Healing Ride, providing new options for different playstyles.
- π **Endgame Content is Lacking**: After reaching Elite Hunter Level 100, players often have nothing to work toward. The lack of endgame content leads to players quitting once they max out.
- π **Mega Rift Idea for Endgame**: A suggestion for a Mega Rift, where players can farm legendary weapon variants or new standalone weapons, with low drop chances and limited daily attempts. This would provide long-term motivation to keep playing.
- π **Chapter 2 is an Improvement**: Overall, Chapter 2 offers better rifts and cosmetics than Chapter 1. The game is moving in the right direction, but it still lacks a solid endgame.
- π **Need for Balance Between PvP and PvE**: While PvP is seen as a secondary feature, the focus should remain on enhancing the PvE experience, which is where the game excels.
Q & A
What changes would you suggest for the Poison Bow to make it more viable in Chapter 3?
-The Poison Bow feels underpowered in the current meta, which is dominated by speed shot weapons. To make it more competitive, I suggest buffing the poison clouds' damage to better match the current power level of other weapons, like speed shots and the portable portal.
What is the main issue with using the Horn as a weapon?
-The Horn suffers from being monotonous and having a slow attack speed. Although it deals decent damage up close, the attack feels repetitive and lacks excitement, making it less appealing compared to other weapons that offer quicker and more varied gameplay.
What are the problems with the Singularity weapon, and how would you change it?
-The Singularity is a cool weapon but suffers from being too slow and requiring players to be very close to enemies for effective use. The super animation is slow, and the melee nature of the weapon doesn't suit the fast-paced nature of the game. A rework of its attack speed and perhaps turning it into a ranged weapon could make it more viable.
Why don't you enjoy PvP in *Moco*, and what improvements would you like to see?
-I find PvP frustrating mainly due to the inability to manually aim weapons. The auto-lock function often targets monsters instead of players, which can result in being killed unexpectedly. A manual aiming feature, like the one in Brawl Stars, would make PvP more enjoyable and add a layer of skill to the game.
How do you feel about the current state of the minor rings in the game?
-The minor rings feel unnecessary, especially since the major rings typically offer more value in terms of survivability or damage. Minor rings only provide small increases in health, and in challenging content, they donβt help much. They need a rework to make them more relevant.
What are your thoughts on the cosmetic updates in Chapter 2, especially the Elite Hunter Pass?
-The cosmetics, especially the mounts, have been fantastic. The motorbike at the end of the Elite Hunter Pass is a great addition, and overall, the team has done a great job with skins and cosmetics in Chapter 2. These additions help enhance the free-to-play model and keep players engaged with new items.
How do you feel about the Elite modules introduced in the Elite Hunter Pass, like Speed Kill and Healing Ride?
-The Elite modules like Speed Kill and Healing Ride offer useful new mechanics for players. They can be strategically used during world farming or other activities. These modules add extra layers of customization, allowing players to tailor their gameplay to different needs.
What is your biggest concern regarding the endgame content in *Moco*?
-The endgame is lacking in *Moco* after reaching Elite Hunter level 100. Players often hit this milestone and have nothing to work toward. Adding a challenge like a 'mega rift' with legendary weapon drops could give players something to grind for, making the game more engaging after hitting level 100.
How would you design a more engaging endgame content system in *Moco*?
-A 'mega rift' could be introduced at Elite level 100, with challenging bosses that drop legendary variants of existing weapons or entirely new weapons. These rifts could have a low drop rate for legendary items and could be limited to once every 24 hours, adding replayability and giving players an ongoing reason to log in.
Do you think the game should focus more on PvE or PvP, and why?
-I think *Moco* should remain focused on PvE content, as thatβs where the core of the gameβs experience lies. PvP could be a fun side mode, but the game should prioritize making the PvE content exciting and rewarding before fully fleshing out PvP. PvE has the potential to keep players engaged long-term.
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