Posted at 03-17-17, 02:33 am Link | #
Sunari

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Joined: 03-15-17
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As a pure mage from years of pre-genesis i find all suggestions in this thread disgusting.
Posted at 03-18-17, 05:49 am Link | #
Sunari

Posts: 4
Joined: 03-15-17
Last post: 2793 days
Last view: 1106 days
As a pure mage from years of pre-genesis i find all suggestions in this thread disgusting.
Is there a particular reason or explanation you want to provide to these suggestions beyond a "back in my day" sort of thing? Do you believe that there is a problem with Magic as it is right now? If so, contributing to dialogue might actually help make progress. If not, contributing to dialogue would still help facilitate a discussion.
Glacii sums up most of my opinions, just because a lot of game designs might seem as only a hindrance to a lot of people doesn't mean they aren't meaningful mechanics.

Mana
Both in lore and game design, what we call magic is only a poor imitation of what gods do, and unlike them we're slow, weak, and don't have a constant surge of mp and must soak up mana from the air and drink mana potions, mana is scarce and meditation's mana recovery multiplier is a blessing despite how small it may seem because every little bit helps. Magic is plenty strong, especially with G13's new magic damage formula and elemental mastery skills. Cast time and mana usage are the cons of magic. Mana evaporation i used to see as a countermeasure to avoid mediation forcing the player into walk by holding a wand, so if you're using meditation and wand together you are expected to be using the accumulated mana with the wand that is currently held but with the introduction of the trinity staff in G13 I see it as diversity between wands and staves.
Durability
Items have vastly different repair prices, repair npc of different rates are scattered and it's up to the player how far they will go for maintenance of their equipment. there are some upgrades which reduce durability for better effect if the player chooses effectivity over the inconvenience it brings, durability loss from enchant failures, enchants that increase or decrease repair price, durability bonuses from crafted items, how low the maximum durability becomes before the player decides looking into replacing their equipment. I understand that a lot of players want their upgraded equipment to last forever, but that gives you less things to do.
Posted at 03-21-17, 11:11 pm Link | #
Sunari

Posts: 4
Joined: 03-15-17
Last post: 2793 days
Last view: 1106 days
I remember when some friends where talking with me regarding the SAO event(yes yes I know everyone hated the event, but ear me out on this one.)
During this event, some stones were given that worked like the stones in the show, Red ones could heal you, Blue Ones for MP(Mana) and Yellow ones for Stamina, why not give the change for Handicrafters craft this after rank 9, could be like at rank 9 if you used HP/MP/STAM pots of 30 plus a Gem of the said color and some other item make a stone that could restore the said resource with less chance of pot poisoning, at rank 8 you would be able to craft the same stones with no chance to Pot poisoning, rank 7 would allow you to craft the 50 ones with a chance of Pot poisoning, rank 6 would allow you to craft the ones of 50 without pot poisoning chance, and at rank 5 the ones of 100 with pot poisoning chance, and so on until the 300 ones reached at rank 1, allowing Herbalists/Pot Makers and Handicrafters to work together, giving another meaning to the Handicraft Life skill too?
Idk, its just an idea, but having mana evaporation without Mages even having a way to obtain base pots of 10/30 on the shops like the other "Paths" its a bit annoying.
I loved the sprites of those crystals, maybe they could stack to 15 or 20

Posted at 03-23-17, 12:29 am Link | #
Sunari

Posts: 4
Joined: 03-15-17
Last post: 2793 days
Last view: 1106 days
Magic Weapon Mastery added to help with quality of life in general, bolt magic is super weak without it compared to other stuff we had in g13
You're kidding right? If magic weapon mastery were to be added it would be possible for lightning bolt to hit 2~3k on critical hits with appropriate skills and gear. It would also mean you can beat both glas ghaibhleann and claimh solas with a fully charged ice-fire.
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