Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
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Long winded explanation of things:
I've seen folks bring this up from time to time and I thought I might as well throw my own idea in. Currently Mining is really not too great. You have to go to a specific dungeon (I guess giant caves/ant hell works too but not really?) and then find the plots on each floor, mine them dry, and then leave. The only good thing about this, or should be the main draw, is that said location is also the main place to refine those ores! So it's a win/win right? Wrong. Ores are 2x2 in size, only stack to 10, and 5 are needed of one type to try your hand at turning them into an ingot.
The problem now comes in with Metallurgy. This is a skill you rank, that increases your chance to actually find something on one of the many beaches all over Iria (or even Nekojima) where you can find up to 3 ore (based on rank) and even a gem rarely, used for upgrades and ego food and other things here and there, or nekojima gems at nekojima which are just alt ego food more commonly. Metal can also get the gathering % bonus of rain without requiring rain cast to do so, unlike mining, but this isn't a massive upside, just a small one. The real upside comes in the form of the ore stack sizes. Ore from Metallurgy is 1x1 and still stacks up to 10 while only requiring 5 per refine. In a completely empty player inv (6x10), you can store...
15 stacks of 2x2 ore, that's 30 attempts...
or
60 stacks of 1x1 ore, 120 attempts!
That is a CRAZY advantage on space and lets you go crazy at the refining post. Who cares if your ore isn't coming from the mine right there, this is much more space and time efficient! The worst part, even if we double the stack size of the 2x2 to 20, it's still only 60 attempts ontop of the fact you have to run around to each new area in the dungeon that has the spots once your spots are dried up (unlike that of the long beaches that have spots that refresh fairly quickly all around you) and you have 0 chance at getting gems from mining as well.
Yes, you can upgrade your pick for faster gathering and targeting a specific ore, but it's really not much of a boon honestly. I know we can't add a skill for mining so people are always going to go after Metallurgy for at least the stats, but this is just absurd how powerful one is compared to the other. There is literally NO reason to mine, unless you don't have the ap to spend on Metallurgy.
Edit: Checked to see if mimics should be brought up and yeah.. Mimics can't fit an ENTIRE inv of 2x2 ore, they have 6x9 bag space, so another advantage to Metallurgy.
Suggestion:
Ore stacks increased to 25 (From the example before, that's 75 attempts), harvestable ore from a node increased to 10, and the chance at gems, both neko and Metallurgy ones, but at a rate similar to Metallurgy if not slightly less.
This way Metallurgy isn't overshadowed by mining, mining can still be very good to use if you don't want to spend AP, and it has a small bonus as well in the form of gems rarely.
I don't see anything wrong with increasing stack size of normal ores.
I'm not sure about mining nodes having gems though... because of metallurgy.
Maybe it dropping an alternative item that can be useful.
That's true. I couldn't think of anything other than gems that are useful. A new item that does something? An existing item? That's why when I said gems, they should either be just as rare if not rarer. Metallurgy would still be better hands down for getting gems even if they both had the same rates due to the sheer number of spots you can do Metallurgy at.
while higher raw damage may come from max artisan'd Battleswords, giants have the advantage of shield + 2h with crazy smash dmg buff
That sadly means very little in the current state of the game were it's WM everything to quickly deal with it and maybe smash if it's 1-2 mobs left, or WM lock a bosses AI. Smash is left out in the cold in most cases. It's powerful, but slower than WM, takes on a single foe with some meh splash sometimes, and offers no defensive value as well and doesn't ignore prot to calc crit.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Honestly we could probably do it even better. Normally I'd say something is too complex or hard for the team, but they have a great member that joined recently that I feel can do almost anything with Mabinogi honestly, that said I still know some things would either take way too much time, too much work, or just not possible with the system. If possible we could enhance commerce to be better than it was on life. Maybe make special items to be crafted with life skills that can be turned in at their respective towns for goods you can't just get from the menu.
It's been a while since I did anything live related, but if I recall... Emain had food related items(?), Dunby had 'fashion' related items, tara I don't recall but think it was, for some reason, furniture items with tail as alchemy items, bangor was smithing related, and tir escapes me completely. I want to say tir was potions?
Creating turn in items for each town for high profit/things you don't have to use your own ducats/gold on to get, would give life skills, early on, a more profitable outcome. Typically you don't start turning any profit, if ever, until very late in the life skills.
This could also be used as an reason to bring in extra things. Like, if tir was a potion making place like..I...think it was for commerce, a crafting location in the healers house that gives you a bonus 1-2% on pot making. You can still make pots anywhere using a pot crafting kit, but doing it here, for maybe a small fee per 1-5 minutes, similar to refining, you could just get some bonus % to it.
With the map editor we got, you can make some of those buildings in Tara open up to be actual shops or crafting locals for furniture. Truthfully that's where I run out of ideas though.
I believe the dev's already responded to an earlier thread that its not possible for them to implement it.
It's most likely not possible to easily implement it, be it custom, or how it was on live, without a lot of work. In the past it would have been impossible because the dev team lacked someone who could REALLY do work in Mabinogi's code, but now they do. Granted if they did want to implement something like this, it would take a long time and the new coder would have to spend all their active time working on it and nothing else to make any real progress.
I feel it is a class 'drawback' that exists, but it is a just one. The original 3 classes each had a negative defect to them. Warriors lose hp with windmill, archers have to aim attacks, and mages lose hp if they try to use anything other than their wand.
If this is removed then a defect needs to be removed from the other classes, but that isn't, and shouldn't happen. Not a big fan of losing all my mp (especially without inspiration) but it is fair.
Yeah..some warrior drawback. It totally stops everyone from just spinning to deadly for hours on end.....Wait...
Honestly it'd be nice to have some sort of action that removes your wand over the course of like, 1-2 minutes so you can't use it in combat, but you also don't cry every time you forget to put a 2h or something on your back to keep picked up weps from going to your 2nd weapon slots. Also, mana stones are honestly trash. The best one is only 300mp and if what i can gather from the wiki is true, if you were to say, have any mp left under 100mp and a 100 or higher stone, and swap off your wand, you'd still lose all your mana because they don't trigger unless you have 100 or higher mp.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
I want to say yes, but also no. It would need to be a mixed item of craftable and dungeon drop. You get x items to craft it via dungeon drops semi rarely and maybe a single piece of it only from redcoin shop for 100 coins? Limited to either one used on an item, or three?
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Honestly, when it comes to pages, the whole "They expire for challenge" or "Because they're magic" has always been the most BS. Nothing lore wise can ever explain why they expire, and making them expire doesn't add challenge to getting them. Most, if not all pages (aside from shock) are somewhat easy to get. You'll mostly never run the content that drops them until you're actively hunting the pages, and anytime you do before hand, you'd either ignore the hell out of the page, or take 5 seconds to ask global if anyone needs it, and no one will 99% of the time with this low pop, drop it back on the ground and be on your way. It really adds nothing to make them expire, especially the much rarer ones that are actually time consuming as hell to get.
That said, them expiring, and enchants, aren't so bad. The real issue is with their tiny expiration window. A few hours may seem like a lot, but when you realize your friend or that one guy you got the page/enchant for in the first place is gone for the day, away from their comp, then there's nothing you can do.
If I had actually found Frutties enchant we'd been hunting for for the past 3 days of spamming the ever living hell out of TOA on the two days he wouldn't be around, I'd be so fucking pissed.
Idk, my post is all over the place. Remove skill page timers or increase the duration 2-3x. Enchants, just double the time.
I believe the dev's already responded to an earlier thread that its not possible for them to implement it.
It's most likely not possible to easily implement it, be it custom, or how it was on live, without a lot of work. In the past it would have been impossible because the dev team lacked someone who could REALLY do work in Mabinogi's code, but now they do. Granted if they did want to implement something like this, it would take a long time and the new coder would have to spend all their active time working on it and nothing else to make any real progress.
This is true.
It's not easy, but it is theoretically possible.
I'm not sure that we can justify time being spent to implement this feature over smaller, more important things though.
That's true, though would this be considered if the team ever did a life skill overhaul, as it could (and should) directly tie into something like that.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Exploration is currently one sided. It's Ballooning > Rafting > Cor expl > Expl quests > Dungeon expl reward >(???) Egg mini game reward?? (Holyshit I forgot fossils where a thing. Where do those even fall on this list? lol)
There's a lot to iria, but 90% of it is ignored because why bother? The expl quests that want you to go around it don't really reward you shit. The best they give is a wool pouch, a skill book, and glowing statues that you don't even turn in. They have no varying rewards. Even if they did, and even if you buffed their expl exp a good bit, the top three would still be better by a mile.
I'd love to see an iria exploration overhaul one day.
Change up the reward system for Ballooning and Rafting. No longer reward so much expl from them, mainly normal exp, some gold, a few other rewards here and there, but sometimes a map that gives you a vague hint, of a location to go to and use exploration to get a chest for some gold, sometimes an item from a special pool, and a nice large chunk of expl exp for your time. Course you'd need the item in your inv to do this. No sure if that's doable without a lot of work, thus wanting it during a large overhaul.
Cor exploration could be changed to not run on that reset timer from hell, or at least put it on an hour reset like you suggested. Make the artifacts usable in quests sometimes for more expl exp or a new reward, but slightly lower their output on expl exp.
Dungeons could have their base expl exp raised and sometimes have a statue or something to sketch within the dungeon that gives some more expl, and the sketch can be sold to an npc in qila base camp (one we already have) for some gold and expl exp. One sketch per character per run, not trad-able.
And the largest change would be base exploration quests. Boost up their expl exp a tad bit, but vary up their rewards better. One way to do this would also benefit life skills and make a market for these items. Make those mob drops from iria mobs be usable in some crafting as a replacement for something else. Like, 10x of x item instead of y mat. Or synthesis for them into normal mats, or just use in new crafting recipes. Then lower the drop rate for them from their mobs greatly, and put them as rewards in some quests. Gives a large chunk of iria a use. (Still need to talk with someone to see if this is actually doable in general)
here we go again with the mana evap talk, Ausar did a good suggestion regarding this...
Make Mana preservation stones with Mana Crystalization in a fixed recipe instead of random Synt chance.
Voila, Mana Evap problem fixed, make the 100 ones easy, make 150 ones so so, 200 ones hard, 250 very hard 300 ones ultra hard to craft.
Mage, are OP, don't make them more OP.
(And Im a bloody spellsword, this crap would simply be giving me Power, and Im the first one to say "no." so, take it as you want bois and gals)
As a full time mage with over half of my magic tab capped, magic is far from op. Windmill beats mages in most cases, and even more so when fighting groups of things your full charge int magic can't defeat in one shot. Not to mention with the current formula, int gains to damage are laughable compared to strength* reislerenalee and dex/range, and there are practically no enchants worthy of using for mages other than a small handful.
Back on topic, mana preservation stones are also very unwieldy. Making them easier to obtain wouldn't fix the inherent problems with them, one of them being the inability to choose if you want to use it or not, or which one to use if you don't want to use your highest ones. Sure, you can drop them into a pet's inventory, but that defeats the purpose of switching mid battle. Keep them difficult to obtain as they are now, and people will continue using potions over them. Make them too easy to obtain, and then there'd be little difference between that and having no evaporation at all, as is being suggested here, other than more things clogging your inventory.
At that point, just make stones negate mana evap completely. Still have us make them (Though, please, change it to mana crystal like some folks suggested. That skill needs a bit more love imo. Make it take a good chunk of mp (100-150?) to make 1-3 (based on rank and still able to just make 1). This keeps them as a resource, while at the same time making another skill more valuable.
While it makes this even more out of the way for new players who go mage.....that's just a core problem with magic at the start. Having a wand or not, isn't going to help you if you start mage. It really isn't. I started mage, it's damage until you've maxed all three bolts, the mastery (for that sweet balance), and started working on a iNT magic, is trash. Mid-End game magic is very very strong, and nice, but outclassed by WM like you said. (But I best not point out how insanely good/required in some instances that skill is less I be hung)
If the above was to REALLY end up being a problem, a 50% stone could be made that needs a lower rank, takes a little less mp (30-50 less?) and let you keep 50% out of your max mp. Meaning at bellow 50%, they're basically 100%. Code them to never work with a single 100% stone in your inv and you fix any abuse that could have without going out of your way to put them in and out of pets, and if you're going to go through all that, then yeah sure, you got it. You're not in combat (hopefully) to have time to do that on the spot, so why not?
So I just wrote all that up without realizing the core issue of how the stones are codded to work ONLY when you are AT or ABOVE the amount listed, and nothing bellow that..and then realized that even making them % based wouldn't be the best idea as then you'd have to worry about accidentally using one up at even 0 mp. I still think that's a better solution without making the community go nuts. This draw back could be seen as another draw back to magic, even after you reduce the mana evap via a stone, having to be completely aware at what your'e doing and when and your stock.
I'm still a bit new, so I'm not sure how mabi pro handles character cards. I'm assuming that the main method of rebirth is the old 'free at age 20' method, but i have seen people who were near 10 as i was playing so I'm assuming that you can use character cards somehow, likely using Shyla's shop. Would you be able to release FMA character cards this way?
We don't use cards at all. For players or pets. You can rebirth, at ANY age, after two weeks.
The idea that cuilin stones are only used for golems doesn't really do it justice in my opinion. Yes you could just use the fine/finest for making golems, but not every player uses golems. So why not give them another reason to mine and use them instead.
Also the proposed values I mentioned above are just an example. I'm not a game balancer and I haven't exactly calculated the impact of said damage values.
making the ammo on smaller quantities (maybe 100 ~ 200 at a time when the stack sizes increase again) might be better yes, but again that also depends largely on game balancing reasons.
You could even make the succes % for making and the ammount of crystals yielded per cuilin stone increase proportional to your alchemy mastery or/and the mastery of said element.
Still, the actual mining rate of Fine and Finest is ABYSMAL. The only real way to get more than a handful is to grind them out from Other Alch golem drops on the higher difficulties.. Mining out every single stone twice of the stones mission on adv (I don't think difficulty maters but some people think it does) didn't net me a single fine, let alone a finest. For this idea to really work out, it'd need to be increased, the mining rate that is, which would in term somewhat buff golems.
That said, I like your idea. Alch crystals of the basic elements have always felt strange to me. We can buy them but not make them.
(Don't give me they come from nature crap, they don't. There is NO reason for them to come from the stones in the valley sometimes (clay) but it does make sense for them to be in the lake as a shipment of them elsewhere could have been attacked and toppled over into said lake, thus explaining why you can catch all elementals and not just water)
So where do they come from? They have to be made somewhere, and in MASSIVE quantities. They're simply mass produced, most likely in tara somewhere, and shipped off to tail with some easy to do recipe that results in shoty crystals that get the job done and don't stack too high due to their imperfect sizes.
So ontop of your idea, let's make it so we can craft base crystals too? They're about to get doubled again to stack to 200, so we can easily make this work out in terms of logic...at least for 3 of the elements.
Water Crystal x100: 2 water bottles (3?)
Fire crsytal x100: 2 firewood (3?)
Clay crystal x100: (This one I feel is tricky) Either 2 low grade stones, or any 2 non-processed ore?(3?)
Wind crystal x100: This is the ONLY one I have no clue whatsoever for. Maybe 2 empty bottles? (3?)
(That or x50 for each of these)
This way, a start up alch can make their crystals, train alch mastery in doing so as well as getting their ammo, without having to focus on a non-base skill like golem or spikes, and your upgrade can come later in the ranks, say around rank B for the first low grade addition.
Aawh, Egoable shields didn't make it into the poll.
Will dream on...
It will give too much def/protection.....
You can have 100 def/ 40prot and still die in 2 hits from mostly everything at higher levels of play lol.
It won't when dueling at 0-3%
Mabinogi balance shoudn't be done based on pvp anyway.
Even more so when current pvp isn't even balanced and falls down onto a simple honor system of "Don't do this this this and this or this".
PvP was an after thought thrown in at some point before iria in both the free for all pvp dungeons (which while fun aren't balanced but 'better' in that it's just a free for all with no sides and no way to not hit people in the same party) and duels, which only have %s and ring out/pet summon rules, and then 'expanded on' with iria with EvG. Nothing at any point was ever altered or revamped with PvP in mind and no new content from that point on ever took PvP into consideration. What we have now, on the server and live, is 100% not balanced for any sort of pvp.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
1. With the help of mana preservation stones, you can save up to 300 (max) mp by switching off a wand. This is still not all that great and as Fruttie said, people want damage over healing, even more so because we get up to 5 full heal Nao revives that also bless our gear.
2.Smash gets much stronger with a 2h as stated before and is slightly stronger with dual swords than without, while the true meta that is WM gets a great damage increase with 2 swords. Shields greatly help with the defense skill, but even in 1v1 scenarios you might never really use this skill as dealing 250% dmg for 10% of your health on a foe in .8 seconds at a large range > defending what could easily hit a massive amount even through your shield.
3. Always get WM first, no question. Magic mastery and Meditation are a must, and after that you might want to get the music skills for low ap cost +5 int every rank. They're a pain to get in some cases but worth it. They'll also open the path of magic music for you which, while very lacking, can give you a "eh, I'll afk with this playing" MP healing song.
4. Extra enchants. That's really it. In some specific settings you can make yourself completely immune to a single element but you won't use this often.
5. Refine coupled with Metallurgy, though once normal ores are buffed, you might not have to do that. Then weaving. From there, anything. With weaving, don't dedicate your life to it or you'll burn out really hard.
6. That's the best part of mabi. Besides a few things here and there that did their best to, in my opinion, ruin the system, everything has the same stats, so you can really just fashion your gear. Clothes have 2 def 0 prot, light armor is 4 def 1 prot, and heavy is 6 def 2 prot. Most have the option to be crafted too which increase these a bit along side their durability. Though, at this time, not everything is craft-able, so pick wisely if you're not going just for fashion reasons. (Hopefully sometime in the not so distant future, we'll get fashion tab)
For one hit after 1.5sec load time you can take 103dmg (a lil less if I factored in helm, gloves, and boots but still not much more).
Or you could take 233dmg x2 without defend and lol die.
OR You could load a .8 second skill and take 10% of your health and does 250% dmg and most likely crit.
If you had 300max health, you'd be taking 30hp dmg each time while dealing dmg and getting away from taking 103-233 dmg. Yeah that's fine. Fuuuck WM.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
So, me and Fruttie were talking a little while back about things, and we came to the conclusion that Defense and Counter are two of the worst mid to end game skills. Early game, they are great, and can come in handy a lot, but so can something else to almost a better degree even.
The Talk:
The late to end game content of Mabinogi is FULL of both light and heavy Multiagro situations. The key to dealing with them is hitting them fast and hard, and as many as possible. The counter to being ganged up on, is having someone have your back OR a single skill with an absurdly short load time for something that seems to be meant to get you out of a pinch above all else.
Said skill, of course, is WM. .8 second load time, deals a fair amount of damage to an unlimited amount of mobs in a wide range around you, gives you I-frames, and it's only real cost aside from SP, is 10% of your max health. This skill is so fast to load that even in some situations where you're getting hit, you can load it and get away. Aside from all that, it is one, if not, the SINGLE BEST MULTI AGGRO SKILL IN THE GAME.
How does Defense and Counter hold up? Well, great! ...In single aggro situations only. The skill itself, by rank 1, gives you a large chunk of health, and 15 base defense. On activation you get a nice 55 defense and 25 protection added to you! With a shield, it's even better, giving you around 50(?) more defense on top of that!
It has a 1.5 second load time. It deals with ONE attack and has 1.5 seconds of load time at all ranks. This is death in multi aggro. If you have time to load this, you have time to WM. If you have time to WM, you WM. If you do not WM, you are doing it wrong.
For an example, a hard mode Gold Bone Lancer, deals 50-110dmg per normal attack, which it can hit you 3 times. That's 150-330dmg. With JUST defense without a shield, you take 1-30dmg. Very little compared to it's combo that would most likely kill you outright. But remember, that was 1.5 seconds for that and if this isn't a 1v1, you're surrounded by more mobs that may or may not be ready to attack you as well. So just Spin. And just Win.
1v1, Defense is great, but only at very late ranks and the harder content doesn't want you to really use it.
The exact same can be said for Counter. 1.5 second load time, not multi agro friendly.
Changes:
So, how do you change Defense and Counter to be Multiagro friendly, and thus, useful late game?
Use Charges. 1.2 second load time.
For example. Defense rank 1, 3 charges. Load the skill up and you have a little 3 in the skill bubble. Get hit, you defend, you still have the skill loaded, but now you have 2 charges left. Easy to understand. Perhaps each charge uses a point or two of stamina as well.
Shields give +2 charges to every rank, so rank 1 has 5 charges. On top of that, shields add level 1 melee ping on activation. This does further reduce damage however, but this makes shield defend in the early game much more useful as well as helping it scale with future content that might hit harder, it also increases the stun time of those who hit defense to be longer. This doesn't change much in 1v1, you still get to attack the foe as you did before, though now you might have enough time to load smash or something else. (Maybe, not 100% sure on the extra stun time)
Now, before you jump at this, you're defending, not attacking. Nothing is dying, you're trying to keep yourself from dying. Every other combat type skill? kill stuff. Even counter is protect yourself and deal damage. You're also throwing out extra damage that would be from a 2h, or the current meta, of two swords or two blunts, for a great defensive increase ONLY once you load the skill.
"My pvp!" This actually helps pvp, don't you think? You now have an extra hint of stress over having to read if someone is faking defense or not, as well as having more you can do once someone fails to read you doing it. It also helps open the door for team PvP a bit more. It also opens the door for the free for all pvps a bit more too.
Now, as for Counter, it is stuck at 3 charges by rank 1, and nothing more. On top of that, it has a MUCH higher SP cost over time. While one can bolt counter ALMOST ANYTHING in this game to death, it's still very powerful to just stand there and not be touchable 3 times in a row, 1v1 or multi agro. Of course, ranged attacks destroy this as they always have.
As soon as I read the 'charges' idea, I have to agree. I have seen it implemented in other games but never in Mabinogi so I don't know how easy or hard it would be to add in. Regardless, the idea fits well with the theme and doesn't appear overpowered.
One thing I would like to input is that there is no shield mastery which is a shame. I would rather have the charges apply after ranking shield mastery rather than adding it to a skill that already works fine by itself.
The main question is, what position are we to be directing Mabinogi's gameplay decisions? If the developer designed it this way, maybe it wasn't meant to be changed. Changing it even slightly could reveal more problems and possibly even unbalance the game itself. Considering it's an old skill, I wouldn't be surprised if the whole game was based off of it.
Would need a game developer to confirm though. Completely conspiring over here. Don't even know if it's possible. I love it though.
Because Mabi went through a few directors, it's direction is all over the place. The original Mabinogi was meant to be a slow adventure of growth and development of your character through a long time. Over the generations, it changed to what we have now, clearing content as fast as you can for as much exp gain as you can so you can grow as fast as possible. It was like this before, but it was harder to do. We didn't have the best EXP options on a board in a single location just a few steps away with a fixed map and much less running and more 'exciting' combat.
You slap yourself with the best gear you can get your hands on to do more damage and go faster. There's no room to care about defense, the stat or skill, because there's no real point. Why 1.5 sec load time a single attack into less dmg, when you can outright kill the monster most of the time with .8 sec wm, or deal a large sum of dmg to it, knock it back AND all around it, reset its AI, and give yourself I frames for a small amount of time, for just 10% hp? Your health doesn't even mater a lot of the time, because without focusing on defense in harder missions and having a lot of HP to start with, you just die from a combo, let alone getting multi agrod on. So spinning to knock everything away, deal dmg, and only 'lower' your health to a minimum of one hit is the best way to approach almost anything.
But does the community even want changes to this? Most don't. They're content with it how it is, and that's fair. Some like how it is now, and some miss the old days before they found out WM was busted and fought battles the best they could with friends backing them up in multi agro situations. I'm honestly a hypocrite if you think about it. I want these changes and balances to help make the game more than x things, but that means taking away so much from those that like that exact thing. There's no real way to make any change to this game to make everyone happy. We just have to hope for the best form the devs and the community to not go down the wrong path that we all end up hating.