My suggestion magic changes
Posted at 03-22-17, 06:03 pm Link | #1
jofdeath

Posts: 6
Joined: 03-15-17
Last post: 2802 days
Last view: 1218 days
Some of the things ive noticed from doing magic so far that i feel like that do need changes.
1: MP pots in healer store, this will help so dam much with being a mage for early on and in normal use
2:remove mana evap, this it self was something in ever really saw that was good to begin with

i also think that having meteor and lightning rod after awhile would be useful at a later time
post rev. 1 by Glacii on 03-22-17, 07:24 pm
Posted at 03-22-17, 07:23 pm Link | #2
Glacii

Posts: 31
Joined: 03-11-17
Last post: 2760 days
Last view: 2729 days
These have both been suggested before, as it stands I think the community is split between evap, but most are saying no to mana pots in healer store, as that devalues the potion making skill quite a bit.

Also don't expect to have meteor or lightning rod, this is a specific generation of mabi where those skills...really no one wants them in.
Posted at 03-22-17, 09:09 pm Link | #3
Velox

Posts: 31
Joined: 02-14-17
Last post: 2339 days
Last view: 1475 days
These have both been suggested before, as it stands I think the community is split between evap, but most are saying no to mana pots in healer store, as that devalues the potion making skill quite a bit.

Also don't expect to have meteor or lightning rod, this is a specific generation of mabi where those skills...really no one wants them in.

I was under the impression that it was mostly one or two very vocal people against the removal of evap.
Posted at 03-22-17, 10:13 pm Link | #4
jofdeath

Posts: 6
Joined: 03-15-17
Last post: 2802 days
Last view: 1218 days
The case of mana evap, its ether you use up all your mp and switch off your wand or you dont care at that point, the use of it generally doesn't really do much for ether side and found more of a inconvenience for people who dont use magic all that often.
as for devaluing pot making, the healer store has MP 30s would be the max, but actually getting MP100s even in global server has still bin in high demand anyways, it just helps with begining of the game were you cant even use MP 100s without wasting it.
and for meteor and lightning rod, its going to take a long time to even get the others skills even ranked up, to even consider having those skills even in, im just saying after awhile it would be nice
Posted at 03-22-17, 10:17 pm Link | #5
Glacii

Posts: 31
Joined: 03-11-17
Last post: 2760 days
Last view: 2729 days
My thing with mp 30s is that at the present moment, MP30 is like a high percentage of someone's mana pool. They would be more useful immediately than paying as much for the 50s and 100s. In live, the MP100s are high demand because most mages have over 1k mana easily, and run through it just as well.
My stance on evap is still against it for elemental/combat wands, but having it removed from healing wands. Magic is pretty strong as it stands, and the evap kinda is the method of balancing it.
Posted at 03-22-17, 10:35 pm Link | #6
jofdeath

Posts: 6
Joined: 03-15-17
Last post: 2802 days
Last view: 1218 days
My thing with mp 30s is that at the present moment, MP30 is like a high percentage of someone's mana pool. They would be more useful immediately than paying as much for the 50s and 100s. In live, the MP100s are high demand because most mages have over 1k mana easily, and run through it just as well.
My stance on evap is still against it for elemental/combat wands, but having it removed from healing wands. Magic is pretty strong as it stands, and the evap kinda is the method of balancing it.
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
post rev. 1 by removedself on 03-22-17, 11:33 pm
Posted at 03-22-17, 11:12 pm Link | #7
removedself

Posts: 17
Joined: 02-24-17
Last post: 2526 days
Last view: 2099 days

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.
post rev. 2 by jofdeath on 03-22-17, 11:39 pm
Posted at 03-22-17, 11:35 pm Link | #8
jofdeath

Posts: 6
Joined: 03-15-17
Last post: 2802 days
Last view: 1218 days
Alot of what cyrene says is rather good, in the case of evap is staying those upgrade paths would be good to reduce evap, but i still dont see it, ive mained magic so long that even when it was the main thing, the only reason i would switch off the magic is because i ran out of MP making it counter intuitive to "balance", and this was something that even without mana evap i still did.
oh and in the case of mana evap crystals, those require mp 30, 50, and 100s effectivly making them be really MP pot instansive just to save a small bit of MP

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.
Ice CC has crowed control use, its definintly not used but ya its a thing, and CC fusion sadly isnt a thing last i checked
Posted at 03-23-17, 12:43 am Link | #9
removedself

Posts: 17
Joined: 02-24-17
Last post: 2526 days
Last view: 2099 days
Alot of what cyrene says is rather good, in the case of evap is staying those upgrade paths would be good to reduce evap, but i still dont see it, ive mained magic so long that even when it was the main thing, the only reason i would switch off the magic is because i ran out of MP making it counter intuitive to "balance", and this was something that even without mana evap i still did.
oh and in the case of mana evap crystals, those require mp 30, 50, and 100s effectivly making them be really MP pot instansive just to save a small bit of MP

Ice CC has crowed control use, its definintly not used but ya its a thing, and CC fusion sadly isnt a thing last i checked

You're right, that should probably be a thing though, it'd give some actual use back to the old fusion method.
post rev. 1 by ZanathKariashi on 03-23-17, 09:34 am
Posted at 03-23-17, 09:28 am Link | #10
ZanathKariashi

Posts: 35
Joined: 03-09-17
Last post: 2479 days
Last view: 315 days
Actually there is, it's explicitly mentioned in the meditation skill itself and also why mana evaporation exists.

Linking your mana pool through the wand allows you to gather mana more efficiently and wield more powerful magics, which is why you can run while using meditation, since it requires less focus. However this puts additional strain on the item, and results in quicker durability loss.

That's also why switching weapons when using a wand loses all or some of your mana unless Protection Stones are present or the wand has been specially upgraded to reduce the evaporation to avoid the backlash of disconnecting your mana pool from the wand.

Staves lack this quality as they're top end advanced magical items and come pre-built in with 100% evaporation protection, but also have their own downsides, since they also lack any innate element and have to be charged with power before their full abilities can be used (and are incapable of being used with Blaze), where as wands are always ready to rock within their element.


Mana evap protection crystals generally protect 3-4x the amount of mana the potion would restore, and aren't consumed unless you can actually use them. You're actually gaining value by turning it into a protection stone for those times when you HAVE to switch weapons quickly.

You RARELY switch magic frequently enough to need to use them and they're more of an emergency thing where you need to switch NOW instead of waiting till you're out of mana and about to pot-up anyway. Especially given that CC lets you cheat on mana since you only need about ~10 ish mana to full cast anything and get the other charges for free if your almost out of mana. (10 mana pots are actually the most efficient when it comes to using chain-casting as you don't waste mana).
Posted at 03-23-17, 10:38 am Link | #11
Selzyr

Posts: 87
Joined: 03-21-17
Last post: 675 days
Last view: 370 days

You RARELY switch magic frequently enough to need to use them and they're more of an emergency thing where you need to switch NOW instead of waiting till you're out of mana and about to pot-up anyway. Especially given that CC lets you cheat on mana since you only need about ~10 ish mana to full cast anything and get the other charges for free if your almost out of mana. (10 mana pots are actually the most efficient when it comes to using chain-casting as you don't waste mana).

Unless your a spellsword, if you are, trust me, you do a lot of weapon swaping.
post rev. 2 by lycoris on 03-23-17, 07:10 pm
Posted at 03-23-17, 07:09 pm Link | #12
lycoris

Posts: 89
Joined: 02-16-17
Last post: 2213 days
Last view: 90 days
What if wands could be off-handed, like a shield? I haven't heard anybody suggest that yet, and it'd enable a certain amount of hybridization (hold a wand with a sword, or a cylinder) while not necessarily needing to address the evaporation issue. You're also giving up the defense of a shield in order to do it.

I mean, I still think evaporation would be best removed, but this would be more fun in some ways than just that and create some interesting levels of choice if it still existed.
post rev. 1 by Velox on 03-23-17, 07:27 pm
Posted at 03-23-17, 07:25 pm Link | #13
Velox

Posts: 31
Joined: 02-14-17
Last post: 2339 days
Last view: 1475 days
What if wands could be off-handed, like a shield? I haven't heard anybody suggest that yet, and it'd enable a certain amount of hybridization (hold a wand with a sword, or a cylinder) while not necessarily needing to address the evaporation issue. You're also giving up the defense of a shield in order to do it.

I mean, I still think evaporation would be best removed, but this would be more fun in some ways than just that and create some interesting levels of choice if it still existed.

Thats actually a pretty good idea. Maybe a foci class of weapon for spellswords. Melee mains lose a lot from giving up dual wielding, so this would also benefit elves the most. Wouldn't even need to give it new animations. They could just make your hand glow or be something small attached to your hand/arm.
Posted at 03-24-17, 12:53 am Link | #14
Selzyr

Posts: 87
Joined: 03-21-17
Last post: 675 days
Last view: 370 days
What if wands could be off-handed, like a shield? I haven't heard anybody suggest that yet, and it'd enable a certain amount of hybridization (hold a wand with a sword, or a cylinder) while not necessarily needing to address the evaporation issue. You're also giving up the defense of a shield in order to do it.

I mean, I still think evaporation would be best removed, but this would be more fun in some ways than just that and create some interesting levels of choice if it still existed.

Thats actually a pretty good idea. Maybe a foci class of weapon for spellswords. Melee mains lose a lot from giving up dual wielding, so this would also benefit elves the most. Wouldn't even need to give it new animations. They could just make your hand glow or be something small attached to your hand/arm.

Good idea actually, but I wouldn't give them Fusion Cast if it was with the wand, don't take me wrong, I love fusion Cast, but I think would be a bit OP (Ice Fire anyone?)
Posted at 03-24-17, 01:50 am Link | #15
removedself

Posts: 17
Joined: 02-24-17
Last post: 2526 days
Last view: 2099 days

Unless your a spellsword, if you are, trust me, you do a lot of weapon swaping.

I have to actually to go into this further because now that I'm thinking about it, what kind of setups are you doing as a "spellsword" Because, I'd assume most mages are running CC4 firebolt for the main big damage single target attack. If you're looking to do some combo setups, then it's icespear/thunder into blaze. The bolts on the other hand really don't setup for anything big, you'll mainly be using stuff like lightningbolt into charge>smash attack. I can't imagine you'd need a lightning wand for this.

Like, I totally understand that switching from melee to a wand to do charge into blaze means you won't be able to go back into melee, if you aren't well stocked in potions, mana crystals of course, but I'm having a hard time seeing the reason for why you'd switch back unless you're doing pvp. Magic is about picking the right element for the right situation. Firebolt cc4 is a great single target moider machine, icebolt makes for a great fusion tool, and lightning bolt has the highest hitstun making it the safest for setting up into other moves (mainly charge), but again if you're using lightning bolt you're probably not a straight up mage. Ice spear is great for that fast charge allowing for really easy party comboing off of it, as well as stalling high hp hard to kill bosses. It also sets up into blaze really well. Thunder is alright for aoe, but generally you probably just want to fireball if you've got the mana reserves.

I totally agree that magic has problems, it's lacking in options in terms of weapon choices like others skillsets have. If I need a cheap throwaway weapon, I have many choices to go through in the early game. Magic doesn't have that, and there is really no reason for that. No I'm not saying beginner weapons need to be a thing, because they don't. I'm saying weaker potential weapons with instead of cc4, cc3, higher focus on mana regen upgrades and shit like that. Or maybe a wand with charge speed upgrades meaning that focusing on fusion will be a bigger early game tactic or something. Look at fluted, wooden, and so on.

Anywho, I'm going on way too long.

I'm struggling to word why I feel that mp30s should be a thing, it really isn't going to change the late game, mp30s aren't going to be enough to full a mage in the mid game if they're relying on cc4 fb. Players will still want to go into potion making to fuel their evaporation, their mana shield, their advanced magics.
Especially if you're playing solo and not with a group, you're going to need your pots.

Holy shit, I've lost my train of thought. Oh yea, the adding of mp 30s will not really change the game too much negatively. While you could argue that mages need potion making just like archers need refine, in this version of the game archers can get away without touching a life skill at least for a little while especially since we have the passives, and I think that mages should have a bit more leniency as well in this regard. Don't get me wrong, as a mage you'd still have to be smart about your money to buy pots, but I can't imagine where mages won't just want to start doing potion making so that they eventually will have earned their way to be able to not have to worry about pots and evap.

Went on too long again, really need to just make my own thread.
Posted at 03-24-17, 03:40 am Link | #16
Selzyr

Posts: 87
Joined: 03-21-17
Last post: 675 days
Last view: 370 days

Unless your a spellsword, if you are, trust me, you do a lot of weapon swaping.

I have to actually to go into this further because now that I'm thinking about it, what kind of setups are you doing as a "spellsword" Because, I'd assume most mages are running CC4 firebolt for the main big damage single target attack. If you're looking to do some combo setups, then it's icespear/thunder into blaze. The bolts on the other hand really don't setup for anything big, you'll mainly be using stuff like lightningbolt into charge>smash attack. I can't imagine you'd need a lightning wand for this.

Like, I totally understand that switching from melee to a wand to do charge into blaze means you won't be able to go back into melee, if you aren't well stocked in potions, mana crystals of course, but I'm having a hard time seeing the reason for why you'd switch back unless you're doing pvp. Magic is about picking the right element for the right situation. Firebolt cc4 is a great single target moider machine, icebolt makes for a great fusion tool, and lightning bolt has the highest hitstun making it the safest for setting up into other moves (mainly charge), but again if you're using lightning bolt you're probably not a straight up mage. Ice spear is great for that fast charge allowing for really easy party comboing off of it, as well as stalling high hp hard to kill bosses. It also sets up into blaze really well. Thunder is alright for aoe, but generally you probably just want to fireball if you've got the mana reserves.

I totally agree that magic has problems, it's lacking in options in terms of weapon choices like others skillsets have. If I need a cheap throwaway weapon, I have many choices to go through in the early game. Magic doesn't have that, and there is really no reason for that. No I'm not saying beginner weapons need to be a thing, because they don't. I'm saying weaker potential weapons with instead of cc4, cc3, higher focus on mana regen upgrades and shit like that. Or maybe a wand with charge speed upgrades meaning that focusing on fusion will be a bigger early game tactic or something. Look at fluted, wooden, and so on.

Anywho, I'm going on way too long.

I'm struggling to word why I feel that mp30s should be a thing, it really isn't going to change the late game, mp30s aren't going to be enough to full a mage in the mid game if they're relying on cc4 fb. Players will still want to go into potion making to fuel their evaporation, their mana shield, their advanced magics.
Especially if you're playing solo and not with a group, you're going to need your pots.

Holy shit, I've lost my train of thought. Oh yea, the adding of mp 30s will not really change the game too much negatively. While you could argue that mages need potion making just like archers need refine, in this version of the game archers can get away without touching a life skill at least for a little while especially since we have the passives, and I think that mages should have a bit more leniency as well in this regard. Don't get me wrong, as a mage you'd still have to be smart about your money to buy pots, but I can't imagine where mages won't just want to start doing potion making so that they eventually will have earned their way to be able to not have to worry about pots and evap.

Went on too long again, really need to just make my own thread.


tl:dr

I just did a quick look over the whole text wall, and I do agree, mages lack options, but regarding the weapon swaping and mages running with a CC fire wand, depends much of the player in question, I for once used Ice wand and went with magic fusion (My setup would be Composite shield+Ice Wand and a Two handed*Claymore*, or instead of the claymore if I wanted to go a bit more defencive on the Melee would be Composite+Sword/Mace/Axe) mind you, I used Fusion, a HECK lot when it came out, I do agree that CC firewand + shield is a good idea for a Spellsword but not everyone plays the same, and during this vesion of the game people really didn't care much for metas(at least not everyone did) and Fusion can still pack a punch dmg wise.
Bare in mind that I ranked Alchemy during that time to give me a bit of stat boost too, and I only changed to the Wand+Shield whenever was extremely needed to use magic.
Terms

Powered by mabi.pro v1.0034-arisa (View credits)
MabiPro is not associated with Nexon Co., Ltd. in any way shape or form.