Only if you compare giants with humans who infinite DK I'd say you can call humans stronger in terms of melee, but even then, although they definitely will beat their WM damage, i'm not sure if they'd be able to beat a giant his smash damage. But, to use infinite DK, you have to pay your royalties for your privileges to the local healer house, about 56k per hour if I recall correctly just to counteract your draining HP + sacrifice your inventory to be filled with pots.
Or do what most people do. SCC ADV or HM for "free pots". Depending on your luck, you'll normally make a profit in HP and SP pots even with WM.
Hailstorm was never meant for solo play. As in matter of fact, Mage is never meant to be solo play. Neither are the other classes are meant to be solo play. Harder dungeons like Peaca favors a party of players who have variety in their skillsets and etc.. Hailstorm is meant to be used in certain places where it excels, and then there are places that it should not be used where it does not excel. Since this skill locks you into place, it wouldn't be wise to use this skill on, say Cave Dragon in Raid, because Cave Dragon will most likely flinch you before you can get past the cast time and the charge time. Hailstorm should be used when you know that you are secure enough to cast it without you getting flinched from any nearby mobs. This is why Barrier Spikes users are so valuable to Mages because it can block about 80% of the threats Mages have when they are unable to move.
To be honest, I wished we also got the 40 second buff that Live Hailstorm got as well because the 30 seconds on Pro's Hailstorm includes the cast time for the skill, essentially only giving you 20 seconds to do damage. If we got the 40 second buff, we would have true 30 seconds to do damage. I feel like if we also got the 40 second buff the skill will outweigh the negatives by a huge margin.
The time increase would be a very welcomed thing, however there is little content that can handle the dmg, if done right, outside of very end game bosses, for those extra 10 seconds. Still would be nice! A counter would also be great if possible.
It is true that you can't really solo with hail, and it's meant to be used in particular situations, but not many situations call for the spell outside of end game or near end game content to begin with, making it...very lackluster until rank 1 (like most magic). It suffers much harder than any other magic skill, only equal to fireball in this, in its cast time and locking you in place. IS, TH, Fusion bolts and basic bolts, and even blaze, all are much faster skills, MUCH faster really. So standing still for 6.5 seconds just to get your FIRST charge, hitting 10.5 seconds - 9.3 seconds depending on rank, just to hit the full charge. (I might be off on that math). Many other skills are faster than magic and, in most content, get the job done the same way. Not all content mind you, but a large chunk of it.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Pet Related:
Pets have stat ups based on age, meaning one has to plan out a pet if they wish it to be anything other than Inventory Space or a quick Mount. This can be a problem for people who can find themselves busy at a moments notice, and while this isn't a problem in live with pet Rebirths, we don't have that option here. So if you mess up a pet, it's done. If something IRL kept you from playing for 2-3 weeks or longer, just as you bought your pet, named it, and set off to make it strong or have the most MP for your needs or something, that's it, there's nothing you can do. This problem can be increased with pets that have level up ages of 3-4 weeks into their life instead of the first two. (Being the best for their stats). So I propose not Rebirths, but potions, either player made or huge Red Coins sinks, to let you reset a pets age and level back to 1 (not touching total level) and pots as well to set a pets Age ahead or back. This allows you to be more flexible with leveling a pet if you want to, and even keep a companion bonuses if you wanted it, but all at a cost.
Pet Quest Related:
We have a handful of NPCs within the game that can talk to pets, and pets can do PQs, but they obtain no gold from it, just the exp. Perhaps we could see the introduction of Pet only dungeons and PQs rewarding 'hefty' exp for their work, introducing a new aspect of play to the game. (Similar to that old SMT Imagine game that shut down a long time ago and their Ace runs). This can also flesh out the world a little bit more, with more animals around the world instead of the...1 or 2 we currently have.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Synthesis
So, Synthesis is a neat life crafting skill for Alchemy. It has two types. RNG and Fixed items. RNG is...there's no real fixing that. I don't even want to think about how to even START at fixing that. But fixed items? This needs to be touched up on. There's very little you can make with it, and the few things you can aren't all that useful, or ask for items that you'd rather not put into them for what you're getting out. To top things off, if items were added to this type of crafting, they'd be plagued with terrible item 'grades' anyway if they were gear.
Look at these grades! https://wiki.mabinogiworld.com/view/Synthesis_Grades They're terrible! The negatives are almost always higher than the positives. None of this is based on rank, and that's fine, but the negatives are god awful. I do like that they're there, but not at the high rate they currently are. (This can also somewhat fix RNG synth a little too indirectly).
Here's the list of items that can be made, some of which aren't even in our version and were implemented later. https://wiki.mabinogiworld.com/view/Synthesis_Fixed_Recipes_List
This is terrible and small. It's not excusable either. Alchemy has been around for a long time on live, and this skill was NEVER shown any love. It's forever this skill that you use to dupe a few items here and there and nothing more. The one SM based around it isn't even that great due to the heavy RNG with low rates. (I mean, I like it but I can see how awful it feels)
Now, I'm not a game balancer despite how much I throw out ideas left and right. I'm an Ideas guy, and while those are a dime a dozen, it's still worth something to see what sticks in peoples heads. A small few others around at the time of making this agree a bit that Synthesis is pretty...not great. Expanding this list and changing some of the items needed for some of the items currently ending would be a great start!
Metal Conversion
Metal Conversion on the other hand, I don't have as much to say. It seems that as you advance in the ranks, the other types of side Ore, Zinc, Tin, and Nickle, become unobtainable, with only Nickle being obtainable at rank 1, and the other two never coming up again. I'm not even sure if this can be fixed, and if anything there should be another way to get these ores.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Can we increase the amount of base stats a base food item gives? What I mean is, can we half the amount required in total to get the stat point out of the food item? Rebirths are only two weeks, so this won't effect many people unless they really try hard on it. It's just silly that it takes as much food as it does for 1 stat point.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Alistine, that's not even really correct. Do you have any idea how easy it is to farm up MP30s-50s (and even 100s for higher end players)? It's only an issue, getting those potions, for new players who can't easily farm them, and at that point, mana shield isn't high on their radar of things to rush instead of getting skills to actually complete content. At that same time, most content will still drop HP and SP 30s while the same content will either rarely drop MP 30s or drop MP 10s.
My elf alone, who normally party heals/heals like mad, crash shots, or mirage missile a lot, has well over 5 stacks of MP 30s from doing almost nothing.
It's true it's a bottle cap for mages...EARLY game mages. Once my mage was able to actually DO content, I was able to swim in mana pots (Until the point that i stopped running content that gave pots while still using magic for a short time) Crystals aren't a real bottleneck as they're sold in 4 different locations, stack high, and aren't too expensive for a skillset that hits REALLY hard early on (but later flat lines without extreme work) (Crafted ones are another story, but that's a few skills, only three of which are damage and one of which you can't even do anything with really until g12 + a book quest from hell)
Anyway, pepole12, there's a new NPC in a new village that sells MP10s for a small price of...I wana say 200g a pop? He's in Ciar lobby on the weekends.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
I'm going to stop you right there with... Who the hell buys HP pots anyway that isn't a brand new player? The only potion I've ever bought that I can remember buying since I started playing this two years ago has been stamina pots, and that's only because Alchemy drains my SP so damn fast. Also, you're trying to tell me that this was a 'good' balance idea because of mana shield... When mana shield came out in g7 (or g8).....? If devcat had any idea of what 'balance' was, mana shield wouldn't' be the way it is now to begin with.
I'm going to have to stick with Blighty on this one. Later content has mobs all dropping the same Tier of pot, EG: They drop a hp50, so they also drop an sp50 or mp50 or all 3. Gen 1-3 content does not normally, or at least they made it more rare. Things that drop hp30s either don't drop mp pots, drop mp10s, or RARELY WITH 2x drop mp30. While farming up 10 white wolf scrolls I got maybe 2 MP 30s. While doing Roite (which uses generation Iria and a few G9 mobs, all of which are after director shift) mp 30s were a consistent and common drop, right along side hp and sp 30s.
And you're right, the new medi buff allows me to use those two skills more frequently without needing to pot, that simply cannot be said for base game meditation before lives buff. 13.3 seconds per single MP during the day and 4.4 seconds per single MP at night for rank F. It got as strong, back then, as 9.5 sec to mp during the day, and 3.2 sec to mp during the night for rank 9, the cap.
Let's not forget that magic is the least effective in the early game, both recourse to damage, and time. This only ever hurt it more in the early days of live.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Question 1: I skipped g2 for this reason, so yeah, sure, make it easier for the future of pro players.
Question 2: Yeeessss, finally!
Question 4: No, but unless something is done to make hunger last slightly longer, I don't know how to vote on this one.
Question 7:
Yes/no. Depending on if you guys can make a different version of those pots. Late game some folks can farm pots like it's nothing, so increasing the size of 50s-100s outside of pot making (mob drops) would be silly and wouldn't really increase the value of pot making all that much (It would, but it wouldn't be as good as if it was just the ones made with pot making)
Question 9:
Yes, duh? Heavily. The alchemist community has sort of begged for this for a while. I think there might have been like, 1-3 people who didn't want this? I'm not sure why this is a poll question at this point.
Question 12:
Why is this even a poll? 0 People like this feature that aren't memeing or saying they do to try and prove this comment wrong. I have never once heard nor seen nor met a single person in this game that has liked this about summon caps.
Question 13: I don't feel like that bag should only have the option of being an auction item, with RNG on items picked. Craftable + Content drop might be a better combo solution.
Question 14: I'm not sure what you mean but sure, why not.
Question 18:
Wind blast needs more than a (not even that large) damage increase. Currently it's .8 second for 20-60dmg, is the only offensive wind alch skill, and has a 45sec cooldown if you use it more than 3 times (60-180dmg) Live has a 7 second cooldown and 0 sec load time. In the time it takes to get off cooldown + start said cooldown, you could use wind blast (going to account for actually using the skill) 6-8 times(400-1200dmg). Live also scales with SP. Let's cut the cooldown time if you spam wind blast to 15 seconds and still up the dmg a good bit. (Maybe also make wind type cylinders increase the amount of wind blast it takes to trigger cd by 2 so they can cast it 5 times?)
Question 19:
Sure..? I'm not sure what this accomplishes really. Range suffers from server desync, not really people being able to see the number, but why not? So long as by flash you don't mean the same flash that happens for critical hits with that god awful option turned on, and more so that the color flashes.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
I'm here today to propose a revamp to alchemy, not in the vein(Thank you Asker!) of direct damage increases, but more in line with what Alchemy FEELS like, if that makes any since. Something you can look at and go, "Yeah, that's alchemy."
To start things off I must say, pretty much nothing here is doable without our Mabi Code Lord and savior, Kammy. Nothing here is set in stone and I would love people to point things out and suggest changes and such to help iron this suggestion out (with credit being given where it belongs). I really hope some great alchemist can share their wonderful wisdom as well as the everyday alchemist man, as everyone deserves a say and to shed light on their view points of the skill set.
Bellow are my Proposed changes to Alchemy.
Cylinder Changes:
(All of which would be tag based and thus retroactive)
Currently, Cylinders differ largely in the dmg values they add or remove for each of the four elements of alchemy and upgrades. Overall, this largely only effects the three damaging skills, Flame Burst, Heat Buster, and Water Cannon. There are a few other things like frozen blast times and rain cast maybe but ultimately these are largely ignored or not even known.
I propose that cylinders take it a step further to vary them up even more so that damage isn't the final deciding factor all the time and will add to what makes alchemy alchemy, utility and thinking for the situation at hand.
Water type Cylinders: Based on the Tier (Water being T1 and Tidal Being T2 with The Tower Water being T1 for balance reasons) should increase the base damage of any alchemy skill (before calc) if used/hit within 200 range, deal 5%-10% more dmg based on which tier, but lower damage by 4%-8% if used/hit at 75% of skills max range. Also, based on Tier, frozen blast base chance +2%-4% to work. Yes, this one is a a somewhat damage buff but it still has a draw back and makes you have to think. The frozen blast buff is just there to add to the slight increase of time. (I would love something that isn't just a dmg increase but I cannot think of anything, please suggest.)
Wind Type Cylinders: Based on the Tier (Wind being T1 and Hurricane being T2 with a potential Tower being T1 for balance reasons) should increase the base max range of any alch skill by 250-350. It should also increase the angle of frozen blast by a base of 3-6 before any upgrades. This one has some more that will be talked about in skill changes as well.
Clay type Cylinders: Based on the Tier (Clay being T1 and E.quake being T2 with a potential Tower being T1 for balance reasons) would add +10-25dmg at the end of all calculation, ignoring defensive values and skills. This one has some more that will be talked about in skill changes as well.
Fire Type Cylinders: Based on the Tier (Fire being T1 and Volcano being T2 with the Tower being T1 for balance reasons) should increase the stun time of alch skills by .5-.9 seconds.
Base Cylinders and Base Towers (and maybe Dream catchers? I'm unsure) would be able to get one of these bonuses via Alchemy Experimentation through the two NPCs (The one in Dunby and the One in Tir) but would not gain the upgrades of that element. This keeps these cylinders to be a bit more useful while still fitting the theme.
Skill Changes:
Wind Blast: CD lowered to somewhere around 10-20 seconds. DMG slightly increased (from base we have before the poll change. I don't think the skill needs huge damage, but it does need SOME.) Additionally, Wind Cylinders can cast the attack 2 more times before going on CD, and Towers can cast it 1 more time (a potential wind tower could cast it a total of 3 extra times)
Or
Windblast: CD lowered to somewhere around 10-15 seconds with the addition of lowering monster protection stat by 5 for 10 seconds (not stacking with itself). This is changed to 7 with a T1 cylinder, and 10 with a T2. Towers would only be 4 and a potential wind tower would be 12.
For both of these, +2 cylinder pressure when you hit the CD would be a nice touch.
Water Cannon: Gains a small splash cone aoe at 5 charges behind the target hit. It also ignores 50% of a mobs protection if charges are greater than 2. This helps out it's lack of crits in the end game without very high crit rate, but doesn't completely ignore it like an AoE. The small splash just seems fitting for a water based skill. I'm not sure how large it should be but I think it shouldn't be too large. As for the dmg amount? I'm not sure, 30-60%? Maybe the cone could be larger and stronger if you're within the 120% boost range and weaker and smaller if you're at the 80% range.
Flame: I think this is fine honestly. I could be wrong, someone correct me and suggest something if needed.
Heat Buster: I think it could use it's AoE from live but not a direct thing. Either a very large AoE with a low splash dmg, or a smaller AoE with more splash dmg. Suggest away!
Sand Burst: While using a t1 earth cylinder +.4 seconds to the blind time, and +1 while using a T2. A potential Earth Tower being +1.4 That's really all I'd change for the most part. It's got almost no dmg, but a 2-3 second complete shut down on a mob? Nice. I'm not sure if the CP ever needs touching up on again or not.
Frozen blast: I have almost nothing to say on this at this time. Please help.
Rain Cast: Same as above.
Shock: Same as above.
Chain Cylinder: Just...at the very least, at rank 5, drop +1s and only allow +2-4s. Other suggestions are nice.
Elemental Masteries: First, the damage formula should be addressed in a way that makes these more impact (and the way the master title works should be improved. That 10% is 10% of 10%, so it's a 1% increase...), but also maybe add bonuses to the skills based on their ranks? Either for all alchemy, or just for their respective skills.
Golem: Something needs to be done. The idea behind this skill was fine, but it's long since become a meme free damage thing with the help of AI. For a skillset all about things being different and useful, every golem is the same thing, a large pool of HP ready to WM. I'm personally not sure how to address this in a way that would satisfy the community. Ideas are very much welcome.
B.Spikes: I'm not sure if anything needs to be done or not. I'd love to be able to make an iron plated wall using iron plates or something, to give them more uses and make a wall that reflects more dmg %, but that's just me.
Synthesis: Could use a few more fixed recipes and synth item grades changed around.
Fragmentation: Could use more things to frag. Plates are untouched, and it'd be interesting to take a higher leather and break it down into lower leather? I'm not sure.
Metal Conversion: I have 0 idea if it needs anything or what.
Please, if you have any ideas whatsoever, please suggest them here and, with enough agreement in the comments, credit will be given as the post is updated. I'm not the best at alchemy and I know my ideas are often wild and completely out there but I love this skillset but often find it very lacking outside of flame burst spam... Let's make Alchemy more interesting together.
Edit: Come on guys, this thread isn't meant to just look at the ideas I've put here and think on those, it's meant for these ideas, your own, and others, to be expanded upon, thought up, posted, anything. Everyone has a voice. I won't name who, but one person I've shown this enjoyed the ideas above in the general feel they said it gave off for alchemy. They felt however, they had little room to speak because, while being an alchemist, they had not enough playtime behind it or in general to say anything. I'm here to say, say ANYTHING. You play this game, your words matter.
Idea Edit 1: (Credit: Cj)
Idea with little fleshing out via a good friend of mine who doesn't touch mabi much anymore, but never played pro. He loved the idea of actual Alchemy Symbols (historical ones) being used in either the skills or some way for the skill-set itself. Currently in Pro, we do have sprays and perhaps could find a way to make craftable alchemy symbols to put down for different effects? Problem being that I don't think a single alchemy symbol is ever used even once in-game and would have zero reason to be used. As for what they did, I'm not sure myself and he doesn't really care enough on the idea to flesh it out more at this time, so it's a free one to think about if you wanted to.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Barri:
Let's get straight to the point, with the addition of A2S1 we now have a fantastic place to mine, Dyntherehrere, (I don't have the time atm to log in and get the name haha.) located in Port Cobh. This dungeon is very short and seems very new player friendly in how strong the mobs are. It leads into a straight line of a shadow mission instance filled to the brim with baddies to slay as you make your way to either a second new dungeon, or a new-ish location in Iria! Along the way mobs can drop keys for up to five chests, and up to 3 cool bosses can spawn at different locations on the sea floor. It's a cool addition and can net you some really neat items, such as the ore creates that hold up to 150 of one type of ore for 3x2 inv space! To top this area off, there's ore to mine all along the path that offers much more gold and silver than normal mining or Metalurgy could. You can even get Geods, but at this time I'm not sure what they do as they seem to not be working? I'm assuming they give ore or gems, but time will tell. The best part is that these mining spots are a 99% gather rate! It's truly the place to go for your gold and silver needs, while still giving you plenty of iron and copper.
That said, this... Heavily kills Barri for mining. Long dungeons, base 50% gather rates on the ore, slow pace to your gathering as a end result of the two, and no rewards to offer that really mean much or help you with your ore gathering (Creates). It's a fantastic update and I've loved every second that it's helped me plow through my refine ranks of two different characters, but looking at the big picture, it just made content more outdated in a sense. Could the ore from all versions of Barri/other locations offer up to 10 ore per deposit with the same 99% (or at least 80%) gather rate? This is just a small change and I doubt it would make people gather ore from these locations instead of the sea floor, but that doesn't mean old content should be left to rot, we're not Devcat/Nexon.
Animal Taming:
Before I even start this one, I know people are going to come out of the wood work to defend this skill for being completely fine. Just stop, you can yell up and down that it's fine and that people actually use it. I've seen at most 1 person use it in my year and a half of playing this game, and completely gave up on making use of it after weeks of messing with it in the past.
Let me first go over how this skill works. First you equip a taming cane in one slot, and bait in the other, both of which effect the % rate at which you tame a mob. So, after you give up an equipment slot for this one skill, you then must either yourself or a friend, weaken the mob to around 25% or 30% health, after which you can load the skill and attempt to tame the mob. Your % rate is based on skill rank (or so it claims), bait, cane, and might also get a bonus from control of darkness. Upon taming an animal, it stays at the low health you left it at and can only be healed via heal or gifting potions, neither of which you can do with CTRL click (which appears to be unchangeable). The tamed mob might have a different skill or AI compared to normal and will fight for you for a short time period. In this time period, if you move via a load zone of any kind, your mob will leave you. This means map loading zones such as Stairs in dungeons, Changing maps in the over-world in any way. You may only have one mob tamed at any rank as well. Not every mob can be tamed, which is obvious or this would be very powerful regardless of how it worked, but some mobs can't be tamed that make no sense, like lions in cor for example while actual fomors, like Lancers, can be.
This skill is abysmal while also being very unique and cool. The only other skill like it is the DK trans skills, which is very powerful but costly.
There are a number of ways to fix this skill. Ranging from removing the hp requirement, full healing the tamed mob, allowing you to tame up to 2 mobs at near end level ranks, allowing mobs to follow through load zones (like control of Darkness, a skill generations before, does) making all tamed mob AI more aggressive, altering what can and cannot be tamed, slightly raising the tame % (It's based on a number of things), or completely changing the skill with some add on of gaining a summon item that works off rank that you can use later, based on the mob tamed and not allowing more summoned than your rank allows. Some of these are minor and require less work, other require more, and any mix of these would be nice, because as the skill stands now, it's just there for a single bit of G8 story and nothing else.
I understand a skill like this has the power to be OP if over tuned even a little, because it completely eliminates a single mob, but a good way around that is to not allow canceling the mob and sending it away. (Though if that method is taken, please re-tune the training methods lol)
Okay, can we get some thoughts on this? Yay, nay, why, something else better?
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
Don't forget to not do this and get a real weapon instead. They get alter altered stats upon egoing. So that 9 dura stays 9 dura. Those dmg values stay the same. It won't get shit for a few levels probably. Hope I'm not too late on this.
Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1314 days
Last view: 300 days
So far my feed back consists of just two simple change ideas.
1. Make the stars gained party wide and not just to the person who last hits the mob. This way pets can't KS, people can't be jerks, and there's more incentive to help one another within the event without the fear of accidently stealing a star. This also makes taking on the 'boss' mobs even better for everyone.
2. Tokens and not chests. All the high end loot should be heavy expensive, but also you can risk it with gacha chests for much less stars that might give you what you want but might not.
Edit: I completely forgot about the 2nd half of the event we haven't unlocked yet(?). So honestly ignore part 2 in terms of tokens. However, one complaint I've heard is that some players don't fully understand how to deal with the 'bosses' that spawn. Some slight clarity would be nice. Datadraining it and still not 'breaking' it and the msg displaying "It's already been effected" or whatever is very confusing.