I was under the impression that it was mostly one or two very vocal people against the removal of evap.
Well, so far, a lot of the reasons for removing evaporation are that it's inconvenient and it'd make it easier. I do believe that evaporation adds to the game, it really reinforces that preparation aspect of mages. It's not like the game doesn't have ways to combat it, meditation exists, mana crystals, potion making. I stand by evaporation because it forces you to make choices, and in mmos having to actually think about what you do is quite rare, but it doesn't simply just punish you, it rewards you for making good decisions, taking the time to prep your supplies before going into a harder mission or dungeon. If you want to use other wands for other adv magics or to maximize your damage, bring more potions, or bring mana crystals, rank up your meditation and so on.
You also have to consider skills like blaze, which is super strong on a combat wand but somewhat weakened by an elemental wand, evaporation forces you to trade mana, if you want to go for the higher damage through switching or use different advanced magics or something (unless you have that magic staff, which exists for this purpose as well) you'll have to give up mana. Like, these options are really fucking good, and I feel that is why these things exist and personally, I feel that gives the game a whole lot more depth. This is not your average mmo, where everyone is just damage numbers and stats, but instead are players, who have to become good themselves on top of building their character, making choices of the pricier weapon, or going for cheaper ones. I believe there are other ways to help mages, and I'll outline some of that here. Eventually, I'll make a proper thread on it and a few other things, but for now, here goes.
"Meditation causes the Durability of a Wand or a Staff to go down 1.75x faster."---- This is just punishing for the sake of punishing, wand repairs are already pricey, and they already lose dura pretty quickly. This could be toned down without really taking away from anyones experience. In fact, durability is already something that goes down pretty quick in general, so I'm not sure this is in anyway necessary. There is not even a reason in the games lore for this, it just doesn't make much sense for this to be a thing. It's really punishing and you really can't do anything about it. Mages need meditation, durability already goes down quite fast, this just makes it faster for no real reason. I feel that the money and preparation wall of magic is appropriate, but this seems a bit silly.
"MP30s not being in shops" I don't see why they aren't if you can get hp potions and stamina potions. It wouldn't devalue mp100s and stam 100s and so on. Being able to click once out of an animation to refill your stamina is a lot more powerful than having to mash to get the same effect. HP100s are fucking useful for those who'd actually bother to build them, making maybe a run that was undoable before, much more doable. The game should reward you for prepping up like that, instead of never actually having to worry about it and relying on pure stats and gear to carry you through. I don't think mabinogi was designed to be a game like world of warcraft but instead like an actual game that rewards players for being skillful and resourceful(Not that there is anything wrong with wow or something). But I'm digressing holy shit. anyways, if archers and warriors can get those subpar pots, i don't see why mages cannot. It's not like mp30s will allow for a mage to rely on manashield on top of all their other abilities or w.e just like hp potting won't save you from getting killed or overusing wm and getting caught up, or an archer who is over relying on ar and forgets to watch their stamina.
Warriors and some extent archers have much more choice in their weapons. You can go for the high damage weapons, like a 222 broadsword, but the durability is lowered by quite a bit and the cost of repairing those things if you maybe want to enchant them with some good stuff like goddess or caliburn really drives up the cost. Or you could instead build fluted short swords or daggers, and be fine using those, and while they do a lot less damage, they're a lot easier to maintain and replace. Mages don't really have anything like this, and I feel that this is easily remedied by adding some weapons with weaker upgrade paths like cc+2 or less damage over all, and then you can make these weapons significantly cheaper to buy and to repair. You could also put in upgrade paths like reduce mana evap by 50 percent, which would give these weapons another thing over the better stuff, giving more choice to the players.
(Also really quick, kind of a tangent, but choice does not mean the choice should always have a 100 percent positive outcome, a proper choice should have positive and negatives. I'll make my own thread though for this topic, just something I wanted to mention because I feel that too many people are focused on "What's good for me?", rather than "What's good for the game?".)
the only reason it would be balanced is chain cast wands, and even then thats still not really that great for balance. lets take arrow revolver which to some degree is similar to CC ice wand, 4-3 second load at 5-8 stamina, and cant switch off without issue, balancing for switching off a weapon isnt really bin a issue to begin with which is why mana evap is just so weird, with magic mastery its possible to hit 300 MP easly, well in the use to use 100s within a good range, like i said its more just to help with the begining range of magic, because i know that the 100s are going to be useful for anyone going mage
Load time is 1 second and 16 stamina for r1 ar, not 4-3, you also will lose your charges if you decide to cancel the skill, so I'm not sure what you mean. ( I'm assuming that you meant "can" instead of "cant", but if not, I guess you can sort of ignore this?)
Ice CC isn't really used all that much as far as I'm aware, icebolt is best reserved for fusions and CC ice doesn't allow you to do that(unless your friend has a ccfire wand or something). The main CC choice will always be firebolt, which is actually strong, does a decent amount of damage. I can't imagine a mage carrying a wand for cc ice because wm/mana shield exist which seem like far better options for dealing with crowd control. so I'm not sure why you brought it up. Unless you're doing cc fusions with a friend, but I'm not sure many people are utilizing that right now.
I've talked about switching earlier as well in this post outlining skills like blaze and mana shield being quite strong if you're able to switch wands. It kind of makes the existence of that magic staff kind of pointless as well since switching in menus is pretty easy with a bit of practice and the staff is what allows you to use all advanced magics without carrying different wands.
I'll save the rest of this poorly written shit for my own thread, but as always, I'm willing to debate anything I've said, so please feel free to respond to me directly.