Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Simple small changes, go! Long complicated ones later!
Cylinder Elemental changes.
I don't think these would take long at all to edit.
Fire: -3% water and Wind Alch +3% earth alch +15% fire alch.
Volcano: -5% water and wind alch +5% earth alch +30% fire alch
Water: +15% water and +5% wind -3% earth and fire alch.
Tidal: +30% water and +8% wind -5% earth and fire alch.
Wind: +18% wind +5% water -3% earth and fire alch.
Hurricane: +36% wind +9% water -5% earth and fire alch.
Clay: -3% water -3% wind +5% fire +10% earth alch.
Earthquake: -5% water and wind, +8% fire and 20% earth alch.
This one might be a bit more work.
Tower cylinder: Install time and uninstall time cut to 2.5 seconds. Chain cylinder activation rate +5% while using it.
Grocery Store update:
So in live at a point, we had a nice cooking update that also made all grocery stores have the same selection of items, as well several new ones. It's convenient for anyone doing cooking to not have to travel to several different towns to make a dish that won't even give them good long lasting stat increases for several more ranks of cooking. We don't really need that to be the case though, but some more items for sale in each grocery store for cooking would be nice. They don't all need to have the same selection though, unless the community wants that.
Knuckles:
I don't know if you plan to put out fighter or not, but if not, knuckles for all races then?
Wands and staves: (This would require more time and work I think, so ignore this one for now really, just look at the simple ones first.)
Alch can use everything in it's skill set without needing to change what weapon it's using. In fact, magic is the only skill set that locks it's own skill out for using one weapon over another. I get the reason lore wise, to a point, but there's a point where you let story get in the way of gameplay in a bad way. Not being able to use a higher level spell without the right elemental wand ontop of losing all your mana if you try and swap wands forces a player to spec into x type of magic and nothing else without chugging MP pots and buying two wands, which cost an arm and a leg to repair. It's just needlessly complicated for the simple fact that the first director hated magic. It took them too long to fix this in LIVE, and even then they kept the complex part of needing multiple wands. We can do better, can't we?
Let us use any spell with any wand. The drawbacks are simple, decrease the damage by a % for int and adv magic for not using the right elemental wand, similar to alch. This way you can still spec one type of magic if you wanted, or use more than one type but main one, without having to spend so much gold. Upgrades for specific wands could be altered to focus on that one spell the wand is meant for with a tiny effect on the others.
Staves could not take a hit to damage across the board because you're already taking away your extra defense with a shield for them in the first place, this also makes them stronger while still rewarding specking using bolts to charge them for extra elemental damage of that type.
This way keeping mana evap makes sense, even if I personally don't like it.
Potions:
We should really lower the drop rate of potions on all mobs. I'm already walking around with many potions and I've yet to even take any from my friend who's making potions himself. They may be 30s but they really work for a while. I'd hate to see when people can do higher shadow missions and get flooded with either 50s or 100s just like LIVE...
New Upgrades: (This one might also take time so ignore it if you want)
It would be neat to see new upgrades, both base 0-4, and gem, as well as custom cosmetic ones. I'd love to see swing angle on weapons upgrades, cosmetic weapon size increases (I'm trying to find an example vid of this I saw a long while back), or small skill changes that don't really buff the damage but alter the skill in some small way, like smash knockback distance increased/decreased.
Stack size:
I don't think this would take too much time. All gems (Red, blue, silver, etc) stack to 5, Large ore stacking to 30 and small ore stacking to 10, normal firewood to 10, herbs to 15, alch crystals to 150 base and 50 skill made, and many others increased as well.
Dungeon Fountain:
Change these up a bit. I don't think editing them would take too long.
Blue good changes-
Exp changed to +5k or 15k
Gold changed to 1k-2.5k
Ontop of the hunger, mana, health, stamina, and wounds heal, mixed ones like wounds healed then health healed, mana and life healed, hunger and stamina healed, stamina and life healed. This increases the pool of options a bit.
Blue bad changes-
Remove the all blessing vanish.
Keep the remove 1 blessing
add in a instant deadly
add in a drain 80% mana
Add 15 seconds of sulfur poisoning status
Changes to Red fountain
Good
+ exp changed to 10k
+ Most stat changes removed
+Max dmg changed to 3-10
+HP changed to 20-30
+MP to 20-30
+SP to 20-30
Outraged status added *
Sharp Aiming status added *
Fast Casting status added *
* These don't last as long as normal changes.
Bad
-30hp
-30mp
-30sp
-10 dmg
Weakness status
Personification that triggers anywhere between 1-5 minutes later
Poison
Mini potion effect for a few minutes.
Old effects removed
Alch Load Time:(Also somewhat long, so ignore and stick to short things, just a thought.)
I don't know the plans for the future of this server, I don't know what is planned to be added and what is not, so this could be completely pointless. Could we make it so every 25 dex reduces the load time of alch skills by .05 seconds, capping out at .5 seconds? You would need 260dex to reach this cap. It makes sense that being more dexterous you would be able to put the crystals in a little faster.
Rebirth and pets: (Might be long? Not sure how hard this is to do.)
An option to rebirth and keep our current age. Just for those that want to get the old age titles but don't want to be punished for not rebirthing.
Playing as a pet no longer takes from their summon time. Pets can enter shadow and theater missions. Pets can rebirth for free every 3 weeks.
Shadow mission idea: (Again, long and more work, ignore)
Shadow mission idea: Corrupted Animals 1
Location: Abb Neagh
"The animals have become corrupted within the shadow realm and are rampaging.
We need someone to halt their attacks before the Formors gain the upper hand."
10 groups of 8-12 mobs from the following list.
Arat Boar, Arat Deer, Shadow Shire, Shadow Bear, Dragonfly(use the ones you already used?), Alligator (rare spawn), White Dire Wolves, Gray foxes, and Coyotes.
Alligator, White Dire wolf, Gray fox, and Coyote changed to the following stats.
(These stats are all for basic)
Alligator: 446hp, 13-21dmg, 10 def 10 prot. Agro range small, detection speed average, single agro.
White Dire Wolf: 312hp, 10-20dmg, 5def 8prot. Agro range large, detection speed slow, only two may agro.
Gray Fox: 188hp, 1-5dmg, 3def 5prot. Agro range small, detection speed fast, multi agro.
Coyote: 228hp, 12-18dmg, 1def, 1prot. Agro range far, detection speed fast, multi agro.
Spawns can be around the lake, and also near both exits of the map (not counting housing). Arat berry trees behind where the bard camp is in later updates, and near the exit to tail.
Bags:(It's a long one again!)
High ranks of weaving and tailoring should unlock the ability to craft item bags that are limited one per inv. Something like rank 9 of each should open them up. I'm not sure if weaving being a requirement makes too much sense, but it would be a way to require two skills instead of just one, at a decent rank for a decent bit of your time.
Score Scroll bag: a simple 4x6 to let you hold 12 songs for 2x2 room. Maybe 2x3? Maybe a rank 9 and rank 5 version, rank 9 being 2x3 and rank 5 being 2x2? Let's carry that maybe to the other bags.
Large Ore bag: a simple 6x4 to let you store 6 more stacks of 2x2 ore. Again, a 2x2 and 2x3 version.
Ore Pouch: a simple 2x2 to let you store 4 more stacks of 1x1 ore. This one comes in a 2x1 and a 1x1 size.
Wool satchel: a simple 4x4 to let you store more wool. It can hold wool bags too. Comes in a 3x3 and 2x3 size. (Larger because of wool bags)
Medics bag: A 4x5 that holds potion kits, any herbs, and base potions (and anything in the future for some potions, but not everything). Comes in a 2x3 and 2x2 size.
Wood workers create: a 3x6 that holds any type of firewood. Comes in a 2x3 and 2x2 size.
Alchemy kit: A 6x4 bag that holds both cylinders and crystals. Comes in a 4x1 size only. Much better than those store bought ones and you have to work for it~ Makes a market for it :p
Bag of Evil: A 3x4 bag to hold formor scrolls. Comes in a 2x2 and 2x1 size.
75k Gold pouch: A 2x2 gold pouch that holds an extra 25k of gold. Rank 5 only.
5x4 item bag: All bags to this point are limited to one per inv, but this one especially. It's a 5x4 item bag for rank 5 and comes in a 2x2 size. It's not a shop bag and can hold anything. Above all else, this one should take the most work to make.
It should go without saying that you cannot have both a rank 9 size and a rank 5 size. All of these should take several attempt to craft and require plenty of materials. They should be trad-able and able to be sold in housing or a kiosk.
Arrows:(small I think)
Handmade arrows should stack to 150, and handmade bolts to 300. Just a buff for them. Handmade Ballista Bolts should stack to 45 as well. This goes for all of the handicraft versions. Let's show handicraft some love~
Idea: Gem bag (not a storage bag):
Using the multitude of gems we have, both normal NA ones and Nekojima, let's make something similar to crushed gems. Requires some cheap silk, and 4 gems over 1cm for the lowest version of this, and Finest silk, 6 gems over 3.5cm for the highest version of this. Could open up at rank D-5. This gives a nice use for handicraft, a new use to gems that offer a slightly faster way to level up egos other than throwing raw gems down their throat. Though it could actually be slower, just a large boost, up to you guys. Could even make it a multi step process to make it harder.
Blacksmithing fix: (not sure if small or even an issue in this version?)
So, from what I remember, reaching the highest grade for blacksmithed items was IMPOSSIBLE without reforges after they came out, and impossible before. Let's not have reforges, but let's have DAN rank effect it? Or enchants?
Cooking effect time:(Small?)
I feel the base time should be increased slightly. Something like..
Rank - Time
N - 8:30min
F - 10min
E - 10:30min
D - 11min
C - 11:45min
B - 12:15min
A - 13min
8 - 14:15min
7 - 15:30min
6 - 16:45min
Not a massive time increase, just a small one.
Craft-able Camp fire kits: (maybe long?)
It would be nice if, at rank B or higher, we could make our own camping kits using handicraft, 5 firewood, and a tiny bit of wool (3-4) that runs off of our campfire skill when used. Higher versions for the other types of firewood to apply their better bonuses to enchant burns, would be nice too. Just place them at higher ranks.
Defend/Shield revamp idea (This is long and would take time to code, but not TOO complex):
I purpose a defense and shield update. Something that shouldn't be complex to code as this skill, while still being effective. Based on your defense rank, you should be able to defend upwards of 4 attacks with defend before it goes down, gaining a 'charge' on defend after x number of time but never being able to lose out on defend once, just not defend multiple attacks in a row.
EX: You have the rank that let's you defend 3 times before defend drops. You defend a ranged attack and a melee attack shortly after but then take another ranged attack, defend drops as it would normally. You push back the melee target and load defend just in time to take another shot, defend drops as you didn't have an extra use recharged and the melee target smacks you. Same scenario but rank that lets you have 4 and you drop defend yourself after the 2nd ranged attack and push back the melee target, this time you take the ranged attack and still have defend for the melee attack.
The initial skill load doesn't count towards your extra defend charges. This allows players to handle multi agro just a tad bit better in a 1 vs many scenario, but not completely. Counter is still needed to give defend a break to build back up as is WM and other skills.
We can make this even better by letting the shield size matter and increasing the range of defend for party play. (as well as changing large shields a bit).
Small shields could get -1 to the charge amount but take .25 seconds less to load defense (maybe .5?) as well as having less range for defending allies.
Normal shields are unchanged.
Large shields could get +1 to the charge amount but take .25 seconds longer to load defense (maybe .5?) as well as having more range for defending allies. As well as nerf them a bit to not block everything to 1s (if that's out atm) The only other thing we'd need to do is change some 'normal' shields to large shields for humans and elves, like the dragon eye shield (or whatever you call it) That thing is totally a large shield, no way in hell that it's not.
Ranks of defend could very slightly add to a range for blocking attacks further away from you for allies, like it already does as really high ranks, but on a smaller scale until it reaches those ranks.
This also allows for new play-styles for people and more reason to use different shield types. (Can we also get it so hidden bonuses from shields aren't hidden? I...I still don't understand why that's a thing.)
Meditation: (long?)
Buff meditation rates by around +150% on all ranks. Not as good as live, but meditation is getting a nice passive! Each rank will passively reduce the amount of mana lost upon removing a wand. Upwards of, at current cap, 35%. Not every rank will bring this % up however. Magic mastery will also gain this at a rate of 1% per every other rank, ending with 10% total by rank 1. Should we ever uncap meditation to rank 1, the end total for the skill should be 45%, resulting in a grand total, without anything other than skills, of 55%. Still not the very best in the world, but much better than the upgrades. Mana evap stones will still be useful too! However, should they come in a random amount of 1-3? 3 being VERY rare and 1 being VERY common?
Elf Weapon stores: (Small)
Why are they the only race to open a weapon shop and the first tab be gloves...? Why are there weapon shops messed up like this? This really should never have been a thing in the first place and idk if it was ever even fixed on Live....
Elf stop on loading ranged skills and others: (???)
So yeah, we all know how this game handles certan events and actions by stopping the players movement... Depending on if this isn't some CORE THING that HAS TO BE THERE, can we get this removed...? Small list from memory bellow.
Thunder: Whenever a bolt rains down you stop server side but not client, just remove the stop? *
Fireball: Same thing with it's big boom and same suggestion. *
IS: Saaaame thing with it's explosions. *
* Do the alch crystal versions do this? If so, saaaame fix please.
Shock: Same thing every time it goes off (I think, I can't recall correctly and do not have it to actually test atm)
Elf loading any ranged skill while moving will cause a stop, client and server side, for movement. Stop this completely..?
Antidote Potions (small?):
Give these babies a lovely buff. As things are, if you drink one, you can just be poisoned again right after. Let's fix that. Give the potion an added effect of keeping you from being able to be poisoned for around 10 minutes? Maybe Five? Doing so would open up the ability to use more foes that poison the player in the first place and raise the value of said potions greatly!
Arrows (small?):
Let's make it so that arrow stacks don't poof at hitting 0. Instead they stick around so we can have our fancy colored arrows without fear of using them all up. Obviously you can't use arrows at 0.
Transformation looks (Large?):
It would be nice to have an NPC we can talk to to set our transformation look at. So you can have all the perks of rank 1, with the looks of the 2nd or 3rd trans.
The great bonus update! idea :(Very long!!!) (also far from done...)
There are many items in this game with few uses or no uses. We can fix that and make our gear even better at the same time! DO NOT Confuse this with reforges.
First off, gear can ONLY gain TWO bonus upgrades. Weapons can ONLY gain one. Accesorries can only gain ONE. Futher rules listed bellow.
Gear bonus upgrade list:
Torso- More detail and added ones later.
+3 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +5
Protection +2
Max Dura +5*
+3% Melee Passive Defense
+3% Ranged Passive Defense
+3% Magic Passive Defense
Repair fee -5%*
Gathering speed +5%*
Hands- More detail and added ones later.
+2 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +3
Protection +1
Max Dura +5*
+1% Melee Passive Defense
+1% Ranged Passive Defense
+1% Magic Passive Defense
Repair fee -5%*
Gathering speed +2%*
Feet- More detail and added ones later.
+2 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +2
Protection +1
Max Dura +5*
+1% Melee Passive Defense
+1% Ranged Passive Defense
+1% Magic Passive Defense
Repair fee -5%*
Gathering speed +1%*
Accesories- More detail and added ones later.
+1 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +1
Protection +1
Max Dura +2*
+1% Melee Passive Defense
+1% Ranged Passive Defense
+1% Magic Passive Defense
Repair fee -5%*
Gathering speed +1%*
Weapons- More detail and added ones later.
+1 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Max Dura +5*
Repair fee -5%*
Shields- More detail and added ones later.
+1 to the set effect of the following: Poison Immune, Stone Immune, Explosion Resistance, Stomp Resistance, Mana Reduction, Stamina Reduction, or Attack Speed*
Mana Evaporation -5%
Defense +8
Protection +5
Max Dura +5*
+3% Melee Passive Defense
+3% Ranged Passive Defense
+3% Magic Passive Defense
Repair fee -5%*
Gathering tools- These will go in more detail later.
Further rules-
You cannot stack two of the same set effects on the same item, meaning, you cannot have a +3 Poison immune and another +3 poison immune on your armor. You can, however, have +3 poison immune and +3 Stone immune.
Gear that already comes with a set effect cannot gain any set effects.
Gear that comes with auto defense (not from an upgrade) cannot gain a passive defense.
I know this list is small, I should not have worked on this at 4-5am. Please offer any sugestions, these are not meant to be 'reforges'. I liked the CONCEPT of reforges, but the pull off was trash and a vast majority of the reforges were just power creep bullshit.
Part of this update is adding upgrades to hand and feet and head gear and some crafting items.
In order to get these upgrades, the item must be fully upgraded completely, not counting R and B upgrades. The price of the upgrades range from 5k-100k and also require a Special upgrade stone made by combining a red and blue upgrade stone with...handicraft? Blacksmithing? Synth? I'm not sure right now, either the first or last there. You will also need a small list of items for the upgrade. For mana evap, for example, you'll need 3 of all forms of mana preservation stones, several MP100s, and a few other things? I need to really go through and think of what items need more uses and such because those items are already somewhat to very useful.
These Bonus upgrades are done by Dorren, as she's not sewing or hammering at your gear, but instead synthing the materials into them.
I don't know if you plan to put out fighter or not, but if not, knuckles for all races then?
The ideal of racially restricted weapons always seemed stupid honestly. Especially for a game like mabi. Advertised to doing whatever you want
Yeah, it's why I want all race restrictions on gear to be removed. Giant weapons could just be 2h for humans and elves, or even changed to single hit 2h weapons for them, haha.
As far as the master wands/staves go: one of the key features about Mabinogi is player choice, and I'd find it problematic to force high level players to all use the same wand or staff and especially title, the same way I find it problematic that staves are currently so inaccessible in the first place and many wands are unavailable as well.
I do think "CAN equip x title" is a good condition, rather than "IS equipped with x title" though!
What different variations of staff/wands do you have in mind? or more related to looks of staff/wands?
being able to use all magic skills (even chain casting bolts or adv magic at your disposal) without having to
change wands/staves all the time would be fun.
But I do stress "magic damage reduction" and/or "pure mage play" (mainly magic as your role),other requirment's to do away with Opness
the titles mentioned could help or perhaps something else... something even better.
I simply think magic should be more like alchemy. It should allow us to use whatever magic, despite the wand with drawbacks in damage and upgrades not effecting that magic as much. There's no reason that magic needs to be so overly specialized. It just feels wrong compared to everything else in the game. I don't think using new wands or titles should be this fix either. Simply changing it to let us use any magic with any wand/staff would benefit those who wish to spec/go pure mage, and those of us who want to hybrid. I do think blaze should be slightly nerfed and made a hybrid skill you can use with any melee weapon but for much less AoE explosion and dmg, and simply more melee dmg on hit. I never understood why a metal rod could use it but not a mace..
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
I like the idea, but I feel like this could be more like a very basic core mechanic and not a complex skill.
If you go the complex skill route, I say, based on rank, that a % of the damage should go to your health instead. Something like, rank N, 35% goes to health instead and at rank 1, only 10%. This keeps it from being far too powerful and making sense, seeing that with defend, you still always take damage unless it's a large shield.
Instead:
I purpose a defense and shield update. Something that shouldn't be complex to code as this skill, while still being effective. Based on your defense rank, you should be able to defend upwards of 4 attacks with defend before it goes down, gaining a 'charge' on defend after x number of time but never being able to lose out on defend once, just not defend multiple attacks in a row.
EX: You have the rank that let's you defend 3 times before defend drops. You defend a ranged attack and a melee attack shortly after but then take another ranged attack, defend drops as it would normally. You push back the melee target and load defend just in time to take another shot, defend drops as you didn't have an extra use recharged and the melee target smacks you. Same scenario but rank that lets you have 4 and you drop defend yourself after the 2nd ranged attack and push back the melee target, this time you take the ranged attack and still have defend for the melee attack.
The initial skill load doesn't count towards your extra defend charges. This allows players to handle multi agro just a tad bit better in a 1 vs many scenario, but not completely. Counter is still needed to give defend a break to build back up as is WM and other skills.
We can make this even better by letting the shield size matter and increasing the range of defend for party play. (as well as changing large shields a bit).
Small shields could get -1 to the charge amount but take .25 seconds less to load defense (maybe .5?) as well as having less range for defending allies.
Normal shields are unchanged.
Large shields could get +1 to the charge amount but take .25 seconds longer to load defense (maybe .5?) as well as having more range for defending allies. As well as nerf them a bit to not block everything to 1s (if that's out atm) The only other thing we'd need to do is change some 'normal' shields to large shields for humans and elves, like the dragon eye shield (or whatever you call it) That thing is totally a large shield, no way in hell that it's not.
Ranks of defend could very slightly add to a range for blocking attacks further away from you for allies, like it already does as really high ranks, but on a smaller scale until it reaches those ranks.
This also allows for new play-styles for people and more reason to use different shield types. (Can we also get it so hidden bonuses from shields aren't hidden? I...I still don't understand why that's a thing.)
I don't see the reason for mana evaporation either, but its part of vanilla mabinogi and there's a very vocal minority who want to keep it.
Mana evap is there for lore reasons and as a way to punish magic, as the first director hated magic. It's the kind of thing that makes sense in the lore, but gets in the way of gameplay and should be either reworked or removed.
This is similar. There's no reason for gear to really degrade by simply wearing them. They already degrade from EVERYTHING ELSE, getting hit, using them, I think rain was proven to increase passive dura loss at some point? Don't quote me on that last one, could be totally wrong. Furthermore, this feels like a system that might have been implemented for realism but ended up being exploited for money, as gachas used to spit out unreparable items (and there are still plenty of unfixable stuff in live) that will eventually die from nothing, forcing you to try for more if they aren't limited time.
Gold mushrooms spawn at a rate of two a day and bloody herbs are probably one of the more common herb patches to come across.
Maybe they could increase their effect some more? There's no reason Gordon should need 6... >.>
I get where this guy is coming from though, haha. I thought it won't take so many rings for Gordons shop, so when I was running too low on cash to afford all the books, I stopped to make some money with friends. After a few hours I came back to find....5 inventories of rings of progress were COMPLETELY gone, he forgot me in only a few in game days...like...bro, you people can keep my ptj for several IRL days before it starts to degrade but you can't remember me on a personal level for more than an ingame week?
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
It would be nice if we also didn't lose summon time while playing as a pet, didn't' get the "I should let it do whatever it wants" message while playing as them that makes your pet cancel any loaded skill, combat or not, and let pets do more things.
I'd like to turn the conversation away from magic for a second and revisit Windmill training requirements.
This skill is obviously pretty integral to the success of most characters but the training, even with 2x skill and 2x destiny, is still painstakingly tedious to grind. I think making it so you can get more points from some of the higher scoring objectives is a good way to solve this issue without making R1 WM a free handout.
Honestly, the best way to handle WM training it to make it so you can get 100 from just using the skill at any rank. Make it take A LOT of WMing, but this way, no mater how high your CP gets cranked up, you always have a way to rank it and never have to go "I must get this rank 1 first no mater what I actually want to do because CP is stupid."
I'd like to turn the conversation away from magic for a second and revisit Windmill training requirements.
This skill is obviously pretty integral to the success of most characters but the training, even with 2x skill and 2x destiny, is still painstakingly tedious to grind. I think making it so you can get more points from some of the higher scoring objectives is a good way to solve this issue without making R1 WM a free handout.
Honestly, the best way to handle WM training it to make it so you can get 100 from just using the skill at any rank. Make it take A LOT of WMing, but this way, no mater how high your CP gets cranked up, you always have a way to rank it and never have to go "I must get this rank 1 first no mater what I actually want to do because CP is stupid."
You want to make it like Live? Cause that's how you make the game a grindfest like Live.
Every since Fighter, the skills stopped being less CP focused and more spam this 1000-3000 times. Yeah WM for elves is basically like that, and a few skills are like that, but I don't want to see a surge of it.
I never said drop the CP, just make a way to not need it for those that just want to rank it as they go later and not need to shit themselves in frustration for ranking ANYTHING ELSE first. In live they make it a REQUIREMENT to spam the skill thousands of times. It's not an option like I'm suggesting.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
The reason mages feel a little gimped out by MP pots is because of GOD AWFUL mana regin with meditation, mana evap, and the fact that most monsters in the early portion of the game drop MP 10s while everything else is dropping 30s for hp and sp. All of my characters have well over 5 stacks of HP30s and a few stacks of SP 30s but rarely will I have any amount of MP pots that aren't 10s. Hell, I have gotten more MP 10s from afk fishing on my human than anything else.
Making pots have value is nice (well I mean, the 30s spam of Hp and SP due to the 2x drop rate though...), and I feel like that should stay. We don't need mana pots in the shops, if ANYTHING MP10s sold for a similar price to the hp and sp 30s they sell. I would suggest allowing us to make those ME or SE (whatever it was in live) MP pots using the mushrooms. They're just the ones that lower the pot poisoning rate by a bit for a lil extra work.
Magic feels very "Why am I doing this..." early on (similar to elf range imo~ Missmisssmissss) but turns fun by the time you get an int magic (normally imo) Everything about it is EXTREMELY pricey and time consuming compared to the other play styles, even alch has cost my giant less, and it doesn't hybrid too well with anything other than it's bolts unless you want to smack something with a wand and lower it's dura faster for a pretty gold piece. The only mage play that truly hybrids well is blaze and melee because a blaze wand isn't all that bad for melee in the first place.
As it stands right now, Melee is able to easily buy and spam stam potions so they're able to use skills more often than usual, Magic has been thrown in the mud and stomped on for the entirety of this servers lifetime. We get Mana Evaporation, I don't see Melee losing stam when they switch their weapon, same with Alchemy. It's almost impossible to enjoy this game when I can't even do simple bolt spells without having to farm for Mana pots while Melee simply purchases stam pots and is ready to go. I voted for yes because I hate seeing one class have the upper hand against another.
That's somewhat one sided. You say upper hand, but you're not pointing out the strengths and weaknesses of different classes. Yes, magic has mana evaporation, pathetic recovery rate, and has to pretty much rely on pots. No, how it works is not the same as the other classes really. Bolts are cheaper, but in return specialize in single target. Int magic is meant for multiple target, and not set up to just spam on a single target, in return longer cast times and heavier mp drain. I mean, let a mage charge fireball before opening a chest in a dungeon, now compare his damage to a windmiller. The difference should be obvious. Mage, while it may be slower at preparing and heavier on draining, is just better crowd control for the most part. Thunder has insane stun at r1, ice spear has the shatter effect, and fireball is massive area and high damage potential.
There's also the matter of each spell is an element, and there are enemies who are strong or weak against different elements, letting you play this to your advantage, even if not a game changer. Yes, melee and archery can apply elementals to their gear, but say they have all ice and go in a Theatre Mission. If they find ice spiders, they're gonna have a difficult time clearing without taking off pretty much everything but their weapons, or unless they have multiple elemental types on them, able to change at a moment's notice. And in return, they take a hit that much harder as well.
Point should be clear enough without going too much into archery, or even alchemy. The strengths and weaknesses of each needs to be considered before making a change. Having easy access to mp pots, pretty much everyone would be mage in a few months just cuz it'd be the best room clearer, and the only notable drawback, after you're able to keep a steady income of gold, would be mana evaporation, which won't be a big deal if you keep pots and are doing mostly mage, and cast times. I've seen it on live, i've done it on live. Never considered myself a mage, but as updates introduce new skills and change old one some, i'll branch into those skills for stats or test their effectiveness in different situations, then use the skills when i feel they're efficient. Which, after magic renovation, led to me using magic for most everything, despite the fact i didn't build up with the intent of being mage, it just kinda happened.
The problem most people really have with magic is the fact that unlike range, melee, and even alch, the early game is slow, expensive/time consuming, and punishing. If you take out using a wand and thus losing some of your damage and range, then it's still slow and expensive/time consuming.
Holyshit this is alot...
Melee needs nothing special to use, obviously and rest is a great and fast way to get back stamina. Hunger is your only real issue and even that isn't that bad, and once you get a trans of any type, at 5:50 you get a free hunger heal and don't really have to eat much if anything from that point on. Damage is somewhat fast and grows over the course of playing easily and weapon upgrades add to it even more! Can't ever miss and have a strong and semi fast and very versatile AoE with the only draw back being -10% health on use. Lots of weapons to pick from too. Pairs great with every fighting style.
Range needs a bow/xbow and arrows. Thanks to the special item shop, 1k stacks are a thing for all players and are fairly cheap for how long they'll last you. Range also uses stamina and has rest as a nice option, and the same stuff about hunger. Damage is somewhat slow but grows GREATLY over time and the weapon upgrades help A LOT, as well as having the highest range in the game for both pulling things and beating the shit out of something from afar if two rangers team up on a single target. (Duh lol) Has a somewhat fast and strong AoE but can miss anything. A somewhat medium range of weapons to pick from. Pairs well with just about any fighting style. Is either THE BEST or THE WORST skill style depending on your luck, connection, and patients.
Alch needs a cylinder and crystals. It's somewhat expensive and using their skills take time to charge, similar to magic. However, you do NOT REQUIRE a water cylinder or water cannon, or a fire cyilnder for fireblast or a earth cylinder for golem. Reparing them isn't too costly eithe and the main issue for most of the skills is taking your time to make the crystals, but that's fine (if only they stacked more imo). You even have a nice alch bag that doesn't take up too much room to hold your crystals and can have more than one. It uses stamina too, much more than melee or range (at least my giant eats through his stam pots like crazy while my human and elf have never needed to drink any really.) Skills take time but are good in some cases, great in others, and okay in some. The damage never grows past the end but it can get strong fast. AP costly as hell. (Not counting all the life skills for range, it's the 2nd most expensive AP wise I think.) Not many weapons to pick from but that makes sense. One skill (I think, idk if int magic crystals do this) causes displacement lag but I think that's it. Most skills are gated behind story and...that's it. Chain cylinder is a pain in the dick to get at first thanks to RNG though and sometimes doesn't fucking care if you just went 5 mobs without activating, it's going to give you a full +3 now that you're on 2 charges already for this rat room. Pairs okay with just about any style.
Magic is weird. Bolts can be used with ANYTHING and are nice for all skill sets to add in for extra effect and another damage type. But...After that, it's just....eeeh.. Does it have damage with it's int magic and CC+4 firewand? Yes. Is it fun early game? Not really? Not solo magic anyway. Firebolt is knockback and high damage, lighting is...fast stun, and ice bolt is like your normal attack...that you have to charge (which ends up being slower than normal ranged attack spam). Int magic are all AoE based and have displacement issues out the ass. You also have to spend a long while working on getting your spell books for the int magic and if you start the wrong one first...tough luck, complete it and then work on the one you actually wanted. Ice Spear is OP as shit and really shouldn't be and ruins party play unlike ice mines and how it is in live (which still sorta needs a nerf). Heavy MP cost doesn't count as a downside when it's not hard to make MP100s (it's not, just time consuming and annoying for those that don't have THAT much play time or want an extra chore just to play their fave 'class' type.) Fireball does a lot of damage, yes, but takes 25 seconds to fully load and REQUIRES that full load time, and Idc who you are, no one likes waiting. Even when I yell at my friends or randoms back in the day "Wait for me to finish loading then open the chest/hit the orb/whatever." they won't, or they'll complain, and unless it's a harder dungeon or HM difficulty mission, it's not worth it compared to what 3-4 melee/alch/rangers can dish out in 25 seconds by that point in the game. Waiting kills. Is it worth it? Yeah sorta. Do you have to wait a good while? Yes? Then it's not. You came here to play, not stand there. I like it to a point, but not in party play. When I'm the mage, I want you to wait. When I'm the player that isn't the mage, I want to fucking go and get on with my life and fight stuff and have fun. Thunder is spamable to a point and fun but so many things (also fireball has this issue) can give mobs I frames to ignore 1-3 of the strikes, which isn't fun~ (Glares at smash spamers) Then there's the fact that, even with a staff, you HAVE to specialize. Staff? Charge it up with one bolt type then you can use that int magic. Wand? better be the right element or fuck off~ Then there's mana evap for wands (but..not staves for some reason~ You'd think the tool used for ADV magic that can still do lower int magic and bolts would...function similarly but no.) so don't you fucking DARE try and do anything other than bolt/int magic and melee with your wand kid or you better have several MP pots to suck down. I mean, there are mana evap upgrades but...only the ice one is worth ANYTHING. Mana preservation stones are nice if not annoying as shit to make as well as time consuming. Blaze is the only real magic skill that hybrids well because it IS a hybrid skill and the wand you are supposed to use it with is nice for melee honestly and it's ONLY for melee. Weapon choices are small and MUST be specialized and the upgrades are weird, never REALLY uping the magic damage per say but reducing charge time, cost, or loading more bolts in a single go. Combatwand is the only one that gets damage upgrades and...that's for melee. So your damage is only going to go up with ranking and every TWENTY int. Magic costs THE MOST AP in the entire game. Repair fees are MASSIVE and the best person to repair at is VERY out of the way (less so here thanks to the wings we can buy for 10k to go to any old town we've been to, and the balloon next to the shadow mission board), weapons are costly as well. It does not hybrid well, outside of basic bolts, with any other play style without a large draw back and punishes you for wanting to do more than one magic type at once. Gaining the skills is very time consuming compared to other skill sets (besides AR) and every weapon type has it's own specializations and downsides. Wands have mana evap but let you use a shield but can only use one type of int magic. The only stave requires magic bolt spam to charge it to use an int magic type but cannot blaze or use a shield and is required for the ADV magic called "Stand still and make a giant ice crystal and pray what you're attacking doesn't get out of range and load counter 5 times in a row!" Meditation is GOD FUCKING AWFUL at any rank and requires books to rank, similar to rest, but unlike rest, you see almost no improvement. (Also, just a nitpick, but there is literally NO int/mp food that can be cooked and the ones that can rarely reach over 25int at 5 stars, meanwhile over 85% of the food is either health and str or health and dex or health will or some combo of the three. Like, holy fuck.) That all said, it does GREAT damage if you have the patients for it yourself or others using it.
Here is the way I see it: each "class" has a weak point. Mages have Mana evaporation, Warriors have 10% health loss on windmill, archers can miss EVERY SINGLE SHOT AT 99% WHEN THE GAME LAGS!
This game was designed to be difficult to play/learn/master over other MMORPGs. Mana evaporation only applies to wands, wands are only NEEDED to cast advance magic (I know they boost normal spells).
"Fixing" this is a slippery slope to easy mode for this game, if that is what you want you can always play on the normal Nexon server with instant load skills, armor skills, difficulty nerfs across the board, all day travel at moon gates, Fighter class (stupidly OP), Gunslinger class, Puppets, more dragons, ETC.
I have a lvl 2k+ character on the Nexon server, I prefer a game that doesn't hand me everything for free. I say keep the mana evap. I can still cast Fire/Ice/Lightning bolt with a Bow equipped and not worry about my mana disappearing.
The problem with this 'weak point' is that WM is not a requirement for melee players. It is VERY useful, yes, but not required to play melee. The only time WM is ever REQUIRED is for a few bosses that level up if you don't WM spam them. Other than that, you NEVER HAVE to wm. Not to mention that the -10% isn't much of a weakness at all. For 10% of your health you can use I frames to dodge an attack that would do FAR more and even make a monster wait on your I frames to end while you load defend to counter it's melee attacks, or some other skill that you can load during the animation. Take further into account that with 2x server drop rates and you get hp30s much more commonly and early on than mp30s (Most early mobs drop MP10s while dropping HP and/or SP 30s) and that -10% health is usually covered in 1-2 presses of the h key.
Ranges weakness is a mix of pure luck and connection to the server that I have never agreed with. Even if we got 100% aim like in Live (I think it's actually +3% atm if you reach 70% meaning you can get 100%) you can still miss from now actually being at x aim % or even in range to shoot. There are plenty of times where you will miss every single shot because you are actually not in range at all but the game is showing you in range.
Magics weakness is far larger on a base level. Without using a wand, or a much harder to acquire at the moment stave, you are locked out of five whole skills. Even using a single wand type will lock you out of two other skills. You also lose all upgrades to make your three basic spells stronger as well if you chose not to use a wand. Magic also requires time to charge for everything. Meanwhile WM takes a second to load and has a rather large AoE by rank 1 for a nice chunk of damage. Crash shot takes a bit of time to load and aim but also has a decent AoE and damage to it.
On a final note, magic, unlike any other play style, tries its best to force you to hug one element and do nothing but that one element, while melee and range do not force you to stick to one weapon type or one skill. Even alchemy doesn't force you to use one element. You can power up no elements with a normal cylinder, or power up one and weaken the rest BUT still be able to use them all.
Removing mana evap, while not lore friendly, is gameplay friendly. Taking lore friendly methods to fix it would be better but require more work where other things could be worked on. EX: Giving meditation a passive of reducing mana evap based on rank, or/and even doing the same to a much smaller degree with magic mastery.
Good...Magic is for people that aren't stupid and know how to learn a class.
Mana Evaporation exists to seperate the wheat from the chaffe. If you don't know how to manage it (and it's super easy by the way), Mage is not for you, try Alchemy, the Magic for the Magically Disabled.
If mana evaporation negatively impacts you, then it's doing as it was designed and preventing you from easily hybridizing and encouraging you to upgrade your wands to make them more efficient.
A Pure Mage doesn't need them as you, by design, will always be hovering around 0 mana except when you pot up to cast a int magic. Chain-casting, your bread and butter, is most efficient when you have less than 10 MP because any mana above what it takes for a single charge is wasted (10 of course being the smallest mana pot available, which due to meditation still being too garbage to keep you floating in CC range even at cap, so basically have no choice but to use them).
Mana Evap stones pretty much only exist for Party Healing and Blaze. That's it. Maybe some mana shield related stuff though I can't think of any off the top of my head since mana shield tends to work against wanting to spend your mana pool.
Any other type of mage hybrid is either opening with Int magic and will probably spend most of their mana pool charging anyway or is using chain-casting wands which as before are more efficient at zero mana.
And if you don't fall into either of those camps, doesn't even need to trigger mana evaporation as magic bolts don't require wands to cast (unlike alchemy with Cylinders) and the bonus for using a wand is actually pretty minor, a little bit of increased range, an tiny speck of damage tacked on the end, if all you're using it for is the 2ndry effects of it's bolts you don't even need a wand, like IB/LB for knocking an enemy out of an attack or stunning them briefly so you can set up another attack or Firebolt for when you need to run Fire-counter or to open with a 5 charge FB to soften them up.
mana evaporation is simply there to put a little bit more thought into what you're doing and why.
I don't even know where to start with this... Mana evaporation exists because the first director behind mabinogi hated magic and weaved a lore reason into why it's stupid. I'll hand it to him, it's a neat way to get your hate across. Further that with the long RNG based drop quests and high repair costs with decent rates and the fact that meditation, at any rank, is literally worthless, and wooohboy, what a good set up.
"Preventing you from easily hybridizing" you mean like...literally every other skill set? Holyshit, I guess switching from a bow to sword better nef my dex by 75% for 5-10 minutes! That'll sure make me think twice about doing two styles of play I enjoy!
Never, EVER, use that chain cast excuse. That is, no mater what, a BUG that should be fixed. Everyone can say "Oh, mana evap is a lore reason!" So what's the lore behind chain cast, that would normally cost mp for each bolt loaded, suddenly NOT NEEDING the mp if I don't have enough...? Not one? Oh, well, that sucks. I will never see this as anything other than a bug that was never bothered to be fixed, as it makes no sense lore or game-play wise.
Also yeah, manashield isn't a mage skill. That's a joke. That's a skill for everyone who doesn't use their mana constantly. As a pure mage, it's sorta trash. As a hybrid, it's sorta nice, as ANYONE ELSE that doesn't even touch magic, it's glorious...which is weird but I guess okay.
Sadly the bonus is really minor outside of upgrades, and even then only chain cast for bolts, which is even more of a reason that mana evap is crap... Meanwhile, aside from cylinders, as their skills boost in damage quickly, basic bolts in the early game deal 'eeeh' damage, while even a rank N combat and sword mastery person can dish out 50+ damage with upgraded swords per hit quickly. That takes time, but as repair costs for melee and ranged weapons are much smaller than wands, it's something they'll get from just playing normally instead of trying to save up for it in the early game.
I'm not saying that chain cast mage isn't the only option. Anyone can play how they want, and to be blunt, the int magics do not hybrid well honestly. Thunder locks you to the wand, IS, FB, and TH all cause displacement lag if you dare move while they explode/strike. It's just a little silly that a bow or cylinder can be freely swapped out for a melee weapon (or each other) with no downside what so ever, but if you wana take 30(25?) seconds to launch a fireball and swap to a bow or some swords or a cylinder or just your fist or a different wand to take out stranglers (which there will probably be plenty/a few), you get punched in the face with a massive penalty.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
I think, after looking over some of this, that I might have an idea, or a few that work together to remedy this problem?
Mana evap upgrades are complete trash and should be buffed to be around 20-30% depending on the element, that's one step. (Maybe make them only require 2 slots for that instead of 3 for the abysmally small amount they get now?)
Meditation
is just about useless...I'm at a toss up for what's worse, animal taming or meditation and I'm going to lean on meditation because at least ranking animal taming doesn't take finding rare books...and is actually sorta fun. Don't judge me >.>; We can make mediation better by giving it a mana evap passive? Going up to around -25% by rank 9. It's not much but it's there and is a nice way to make meditation stronger without buffing the actual MP recovery rate (which it might still need honestly)
MAYBE give magic mastery a mana evap thingy too of a total of -10% by rank 1? That might be pushing it.
Finally,
as it's been pointed out a lot... Wands don't offer much at all for bolts other than CC and fusion bolt. (Let's fix that BUG where you don't need full mana for cc+ wands~ Because that's a bug. :l...Unless some lore in game can explain it, it's a bug.) So we could buff wands bonuses for bolts a bit (Idk by how much exactly), keep the mana evap, and introduce a 'begginer' magic weapon that gives MUCH LOWER bonuses to bolts with no mana evap? Gives magic weapons a larger range, just making these JUST for bolts and fusion bolt, wands for higher stuff, and staves for higher stuff. That'd make sense going along with magics own 'progression' of basic (bolt), int (TH, FB, IS, etc), and ADV (Hail...others we thankfully don't have yet~)
Magic bolts can stay a staple in all styles while still being a thing with these new weps for 'Mages' and those that want to hybrid magic to a degree with 'Mage' weps and mana evap upgrades with wands for the same thing but with more of a trade off.
I don't know what these new weapons would be though, like, at all. Got dumb ideas but idk if they really fit the world. Orbs made from mass elements, hand beads made out of several elements of the same type, the skill books themselves even? idk.
After consideration I've come around to the idea that improving mitigation methods is a better path to make the game more interesting, instead of outright removing the offending mechanic it can be salvaged. I agree with the above post and appreciate the input from Drahan. I'd love to see something like two or more of the following:
* Some buffing to Meditation which is currently borderline pointless and not worth all the effort to rank up through its difficult quests.
* Improved access to Preservation Stones. Add them to monster drops, put em in shops, and/or provide a less clunky/annoying recipe to create them.
* Improving wand evaporation upgrades would make them actually worth giving up the mana reduction ones for on occasion.
* Improved access to magic weapons that don't evaporate - these would be lesser staves similar to Trinity, or perhaps beginner wands that don't cast int spells but are handy for fusion. I'm not sure if the second one is possible or not, but the first one is, as I've experimented with this.
Don't quote me on this, but I think the Trinity Staff is possible to obtain, and of course has no mana evaporation.
Trinity is an option yes, but it's not beginner friendly at all, for those that really wana 'mage main', and much MUCH harder to get than any wand as you can't just up and buy it. Lycoris is talking about a 'bolt type' mage weapon meant just for bolts and bolt fusion so magic would have something like...
Hands/any weapon able to cast bolts with no upside to the bolts themselves > 'bolt weapon' type that is used for bolts and bolt fusion > wands that are used for bolts, bolt fusion, blaze, and an int magic > stave that is used for bolts, int magic, and adv magic (Should maybe update it to how it is in live where you can blaze and fusion bolt with it too, unless that is a thing currently. I don't have one or easy access to one to test)
Honestly, sitting here and doing some numbers and junk...Magic is so damn weird to balance. Melee and range use %s for their skills and their base attack uses just the base numbers. Magic uses a min-max for their skills and has no 'base' attack with the 'base' for the formula coming from a %.
Rank E ice bolt loses in damage to (not even counting in rank E combat mastery) base gladius damage in damage and how fast you can pull off the damage. Then loses further to WM and smash at rank E. Combined with the fact that SP comes back so much easier and faster than MP (even at night!) Ranged normal attack only takes .8 seconds to load for a few points less damage min (6 points) but beats it by a max but that's hard to see the trade off because of aim % and aim speed (also not even counting ranged attack) Even if you fully upgrade it for cc+5, ignoreing the GLITCH, a fully upgraded gladius for damage out damages it faster and just rank E Wm and smash also out damage it. Go up to rank 9 and Ice bolt finally wins...against rank E melee skills that will also cost less to use and follow up into assault slash sometimes for even more damage in a combo. Bolts just seem so...not good on their own at all both base early and mid game..
Okay so..I'm not going to touch any of the other points, but...
Icebolt is for utility.
lightningbolt is the bread and butter damage of a mage
firebolt is the largedamage+knockback for a mage.
This is not addressing the damage or balance, etc. Just..I wouldn't use icebolt for your comparison, as damage really isn't the 'goal' of icebolt. Its usage comes from being able to have five projectiles loaded up to quickly stun enemies/force them to behave certain ways.
I'm not trying to start any kind of argument over anything here, just.. you might want to use lightningbolt in your examples.
Sadly, LB falls behind even more actually. Aside from the knock down on a cc+2 if there's no other foe in range, or a mass AoE spread for a damage cut, which I don't even begin to know how to read into that for game balance on judging what's better. I haven't added in the elemental masteries, but as I'm sure we're all aware, magic is the most costly in it's own skill set compared to any other set regarding AP. If rank 9 ice bolt with a cc+4 wand doesn't beat a fully upgraded gladius and rank E smash and WM (without even factoring in combat mastery), and rank 9 LB doesn't come close in comparison, then I don't know what to say honestly. "Just rank even more things" to beat low ranks and a single upgraded sword (that you start with so all you have to do is upgrade it over time) is crazy.
One thing I'm noticing that really nails magic in the head is needing 20 int for any effect on the damage. From ranking a few of the bolts to rank 9 (not all of them, just using one at a time as an example) you still fall short of a base +20int by a few int. Meanwhile with some melee and ranged skills, by the time you hit rank 9 you get +2-6 damage. Sure in the end that +5% damage from +100 int adds up, but it really makes the early game feel so low compared to other skill sets. Argh, I don't know what to say about this. Focusing on early game for getting into magic while keeping late game not crazy strong by altering early game. What could even be done?
I think a good point for them being balanced is the range of everything. Magic bolts have 1200 range (+200 with wand), windmill is 300 Rf-6/400 R5-2/500 R1, smash is 170 (normal attack range for humans). Archery is 1700-2500 (but lets ignore archery for now).
Lets assume fully upgraded items (ignore money and MP/SP costs)
Rank 1 cc+4 firebolt (also rank 1 fire mastery) is ~375-675 damage per shot (before stats/items)
Rank 1 cc+4 lightning bolt (R1 mastery) is ~55-165 damage per shot up to 5 enemies (before stats/items)
Rank 1 cc+4 Icebolt (R1 mastery) is ~85-95 damage per shot, 5 shots (before stats/items)
Rank 1 Smash full upgraded Gladius (rank 1 combat mastery/sword mastery) is ~160-410 damage per hit (before stats/items)
Rank 1 Windmill full upgraded Gladius (rank 1 combat mastery/sword mastery) is ~80-205 damage per spin (before stats/items)
Fire bolt/smash is 2 second load time. Ice/Lightning bolt is 1.5 second load time. Windmill is .8 sec load time for half of smash's damage and almost 3x range aoe.
Maybe the bolt spell are weaker than melee in the early game, but late game I think they win. Even if you double the melee damage due to dual wielding, the 8 times range more that makes up for the damage potential (in my opinion).
I agree to a point. The range is nice, but it's not a great trade off early game. The bolts with CC upgrades are very strong, but outside of that they are really lacking, and early game they are REALLY lacking. They need a wand with upgrades to be great unlike melee and range skills that have their damage jump greatly from ranking a skill. Rank E smash is 200% dmg for 2 seconds and with all 10 base stats with just your fists that's 16 max damage which is only a few points shy of rank E ices 21 max. Rank E LB is 46 and clearly wins, though with a much wider damage range, and firebolt clearly wins with 27max and wins harder with a full charge. The second you put a everyday short sword in your hand though you get 14-32dmg with nearly 80% balance to keep you on the high end.
I guess what some of our gripes with magic are, is there's nothing friendly to it in the start. It's either meh without a wand, or great with a wand which isn't starter friendly. There's no 'simple' weapon for magic to be okay with in the start. I love that it can fit in with range, melee, and even alch, but just mage on it's on early is slow and not rewarding or fun. Then again that's just with bolts. Mana evap and other things like INT magic are still weird subjects due to magic being so weird...
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Can we at least get the timer removed while playing as our pets? That's the one thing holding me back from spending a few hours every once and a while just goofing off as my pet with folks.