Posted at 03-19-17, 09:16 am Link | #61
Glacii

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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.

I had forgotten that we even have upgrades that lower durability. And don't forget that a smithed weapon comes with more durability than store bought, but still most good swords and blunts have an upgrade that trades 5 dura for a strong power boost.
Posted at 03-19-17, 10:03 pm Link | #62
Pierro

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Dunno if someone has already posted about it, but throwing attack's 25 sec cd make it kind of too situational to use. It would be cool if you could take a look at that skill.
Posted at 03-20-17, 04:54 am Link | #63
ZanathKariashi

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You're aware that there are consumables that prevent mana evaporation right??? up to 300 points (come in groups of 100, 200, or 300 mana saved) just for keeping a stack or two in your inventory for those times you need to quickly switch weapons. It's not something you do constantly. The 100 and 200 stones aren't even that hard to make.

The fact magic is ranged is an extremely powerful asset the higher you go and multi-aggro becomes common which rapidly becomes a hinderance to melee. Both ranged styles have disadvantages to curb their power, magic's mana issues and ranged's hit %.

The most I'd offer to magic is buffing meditation to it's current retail values (at cap it would give roughly 1 MP per 2 seconds or 1.5 MP/sec at night) which would be enough to keep you floating in mana with chain-casting or early on when spells are cheaper without having to use potions except for emergencies, allowing you to build a stockpile.

I'm not against add some beginner wands. Just don't allow them to be ego'd or enchanted, and leave them as is with regard to upgrades.

Or at most slightly buff base wands by having a little + magic attack added to their reduced mana consumption upgrades and removing the increased mana consumption for CC upgrades. So you could use a CC Beginner wand but it would less overall mana efficient and deal slightly less damage (around +6%) than using a more expensive but slightly more efficient and powerful base wand.


Now that said, I wouldn't care about adding mana 30's (or at least mana 10's) to the healer houses, just so everyone is square on low grade purchasable consumables.
post rev. 2 by Arisa on 03-20-17, 08:33 pm
Posted at 03-20-17, 08:31 pm Link | #64
Arisa GM

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the entire content poll system is based off of oldschool runescape's, except it currently lacks an "abstain" option
You can abstain from any question by simply not voting on it. I think I will add a "skip question" box to make it more obvious that it is an option.
Posted at 03-21-17, 01:47 am Link | #65
lycoris

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You're aware that there are consumables that prevent mana evaporation right??? up to 300 points (come in groups of 100, 200, or 300 mana saved) just for keeping a stack or two in your inventory for those times you need to quickly switch weapons. It's not something you do constantly. The 100 and 200 stones aren't even that hard to make.

I disagree, these are a definite annoyance to make. They rely on MP potions and colored gems which need to be hunted down, and the latter of which can't be stacked. You also can't auto-craft them at all, and they fail often.
post rev. 1 by Momett on 03-21-17, 04:34 am
Posted at 03-21-17, 04:13 am Link | #66
Momett

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Something that I like about mana evaporation is that it's a mechanic that forces you to think ahead of time before making a move. In this way, mana evaporation fits well into the core fighting mechanics of the game. Making the skills in the game front loaded with loading times rather than have them instantly come out and have cool downs makes you plot out how you'll take down an enemy and have a plan to kill everything you have to fight. Mana evaporation exists to make you think and weigh out your options.

But as a healer I dislike that mana evaporation punishes me for wanting to heal people. Healing other players is not something you can plan for. When players take damage (and they WILL take damage), it's a reactionary event. The only forward thinking aspect to it would be staying idle with a Party Healing charge active, which puts the party down a player that's fighting and keeping enemies busy, or normal Healing with bare hands/weapon which has both diminishing results and doesn't benefit from -mana consumption. It's not as big of an issue as what full offense oriented mages must deal with to cover their bases, but it's irritating. I want to pay a price in MP potions that I stockpile beforehand to burn through to heal other players, not pay a price to do that and want to keep those players from dying from multiaggro.

For this kind of playstyle, this is where mana preservation crystals are a necessity, but they're a pain in the ass. MP 30s aren't sold in stores like HP or Stamina potions, which isn't a huge deal but does create another hurdle. There's the Healer PTJ and running normal mode dungeons for obtained them, but at that point I feel like its a better investment of my time to make MP potions myself by spending my time and AP on Herbalism and Potion Making. It feels pointless, even before grinding enemies to get the gems too... and then you fail to make the stone through Synthesis. And I wonder why exactly I'm bothering with this way of mitigating mana evaporation when I could be failing potion making and getting better rewards.

The weakness to being a mage or dealing with magic at all is the preparation aspect to it. Preservation crystals are a good way to deal with that, but they're a nuisance in both the creation process and gathering process for materials. I kind of just wish the mechanic was gone, or if there was a better thought out way to retain or amass MP than stones as they currently are or Meditation (but who would fall for using or ranking up Meditation?)

In short I'm bitter and complaining even though my issue with the mechanic isn't as serious as what other players deal with.

Oh, and while it isn't an issue with mana evaporation itself, it does have a factor in the most important part of being a healer which is wearing the Master of Party Healing title. This title enables healing to mend wounds up to a certain percent of the heal itself. This title allows players that have been fully wounded during an active dungeon fight to continue taking hits into Deadly and have a chance to avoid potential deaths. The use of this title is something that greatly benefits from using a healing wand because of wands having an innate +5 healing bonus and enabling party healing. The amount of weapon switching involved with using this title increases because of the utility for healing becomes more frequent, at least until the encounter is over and you can sit somebody down to use bandages on them (assuming they'll do that).

This isn't a really huge deal, or at least I don't think it'll be a deal since I don't have the title yet on this private server. Each player having Nao Support could make this less of an issue. I'd like to find out how the daily freebie interacts with how often immediate wound healing would need to be done.
Posted at 03-21-17, 04:35 am Link | #67
Eriul the Wanderer

Posts: 33
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Something that I like about mana evaporation is that it's a mechanic that forces you to think ahead of time before making a move. In this way, mana evaporation fits well into the core fighting mechanics of the game. Making the skills in the game front loaded with loading times rather than have them instantly come out and have cool downs makes you plot out how you'll take down an enemy and have a plan to kill everything you have to fight. Mana evaporation exists to make you think and weigh out your options.

But as a healer I dislike that mana evaporation punishes me for wanting to heal people. Healing other players is not something you can plan for. When players take damage (and they WILL take damage), it's a reactionary event. The only forward thinking aspect to it would be staying idle with a Party Healing charge active, which puts the party down a player that's fighting and keeping enemies busy, or normal Healing with bare hands/weapon which has both diminishing results and doesn't benefit from -mana consumption. It's not as big of an issue as what full offense oriented mages must deal with to cover their bases, but it's irritating. I want to pay a price in MP potions that I stockpile beforehand to burn through to heal other players, not pay a price to do that and want to keep those players from dying from multiaggro.

For this kind of playstyle, this is where mana preservation crystals are a necessity, but they're a pain in the ass. MP 30s aren't sold in stores like HP or Stamina potions, which isn't a huge deal but does create another hurdle. There's the Healer PTJ and running normal mode dungeons for obtained them, but at that point I feel like its a better investment of my time to make MP potions myself by spending my time and AP on Herbalism and Potion Making. It feels pointless, even before grinding enemies to get the gems too... and then you fail to make the stone through Synthesis. And I wonder why exactly I'm bothering with this way of mitigating mana evaporation when I could be failing potion making and getting better rewards.

The weakness to being a mage or dealing with magic at all is the preparation aspect to it. Preservation crystals are a good way to deal with that, but they're a nuisance in both the creation process and gathering process for materials. I kind of just wish the mechanic was gone, or if there was a better thought out way to retain or amass MP than stones as they currently are or Meditation (but who would fall for using or ranking up Meditation?)

In short I'm bitter and complaining even though my issue with the mechanic isn't as serious as what other players deal with.

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.
_________________________
Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Posted at 03-21-17, 11:11 pm Link | #68
Sunari

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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 03-22-17, 12:27 am Link | #69
Eriul the Wanderer

Posts: 33
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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


Yea those? I wish we had something like it, would be amazing and give more meaning to Handicraft!
_________________________
Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Posted at 03-22-17, 01:14 am Link | #70
Velox

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Potion making is already total hell to rank, I don't like the idea of devaluing it completely.
Posted at 03-22-17, 03:29 am Link | #71
Eriul the Wanderer

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Potion making is already total hell to rank, I don't like the idea of devaluing it completely.

You wouldn't be devaluing anything, you would still need to work on Potion making in order to use this with the suggestion I did, Pot Makers and Handicrafters could work together?
_________________________
Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
post rev. 2 by moetron on 03-22-17, 04:41 pm
Posted at 03-22-17, 04:30 pm Link | #72
moetron

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I'd love for the following changes to take place in order to make magic not so hard at the beginning.

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;

Meditation buffs to make it useful for when you're struggling with MP which is like for a good time until you get a reliable source of income as a mage and you're not always having lmao0gold from repairs and potion crafting, currently it's more than double the recovery rate as of g13 and it really helps low level gameplay when your max Mana is like 200;

Beginner Weapons to exist again, being able to repair the beginner ice wand for 10g at 98% was what made me able to start a new character and pick mage as a beginner talent on the official server, I had to repair constantly because meditation made it waste way too much dura but it certainly helped me to keep playing as a mage instead of being an archer for 99 levels as an elf and reseting my skills right before TTL 100, there should be an NPC that sells these since we don't have talents anyway (thank God), this would benefit all kinds​ of gameplays, to have a noob weapon that is cheap to repair.

Mana evaporation to be removed because it sucks.

I'm not asking much here.

Oh, forgot, please add MP30s to the NPCs that sells potions.

Edit 2: Something I'd like to add to my post is that I really like the update in which the server is staying, but it really needs rebalances in many branches, I just stated some stuff that would be nice for mages.
Posted at 03-23-17, 12:29 am Link | #73
Sunari

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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.
Posted at 03-23-17, 12:43 am Link | #74
Selzyr

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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.

Bare in mind that most if not all content that is added (expect perhaps robes and vanity items?) would need tweaks and to be worked on to fit the server, that said, Skills, and new Gear.
Posted at 03-23-17, 02:42 pm Link | #75
moetron

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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.

Uh, I don't get why it's a bad thing? It would take 574 APs to max only lightning bolt/mastery, bolt mastery and magic weapon mastery . Water cannon at rank 1 alone outdamages it without having to deal with mana for only 152 APs(base damage higher at full charge, damage variance is kinder on WC side, easy of use, mechanics in water cannon that bypass def, etc).

I mean I don't mind dealing less damage than every other people for the sake of qtp2t magic effects, I know that it gets much better once you get adv magic and start nuking, but up to that point you just pay too much and have to deal with too much shit, being worse than almost everyone you party with and for what reason should mages have less fun and deal with this kind of stuff early game?

I kind of share the same opinion on archery but it's still easier than playing mage on the first levels, especially if it's elf archery. (ONLY FOR THE EARLY GAME AAA)

Magic Weapon Mastery, Mana Evaporation removal, beginner wands and MP30s won't make mages OP, it'll just make it sufferable compared to anything else​ for the first 200~400 levels.
post rev. 2 by Twin on 03-24-17, 01:27 am
Posted at 03-24-17, 01:23 am Link | #76
Twin

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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.

Uh, I don't get why it's a bad thing? It would take 574 APs to max only lightning bolt/mastery, bolt mastery and magic weapon mastery . Water cannon at rank 1 alone outdamages it without having to deal with mana for only 152 APs(base damage higher at full charge, damage variance is kinder on WC side, easy of use, mechanics in water cannon that bypass def, etc).

I mean I don't mind dealing less damage than every other people for the sake of qtp2t magic effects, I know that it gets much better once you get adv magic and start nuking, but up to that point you just pay too much and have to deal with too much shit, being worse than almost everyone you party with and for what reason should mages have less fun and deal with this kind of stuff early game?

I kind of share the same opinion on archery but it's still easier than playing mage on the first levels, especially if it's elf archery. (ONLY FOR THE EARLY GAME AAA)

Magic Weapon Mastery, Mana Evaporation removal, beginner wands and MP30s won't make mages OP, it'll just make it sufferable compared to anything else​ for the first 200~400 levels.

Unless they're weaking magic weapon mastery. Thats a terrible idea. I should remind you firebolt can be 100% chain casted constantly unlike water cannon

imo magic is weirdly designed. its a major hassle beginning / mid game and very OP endgame . I remember years ago people were able to infinitly lock down players with ice spear / thunder stuns
Posted at 03-24-17, 01:40 am Link | #77
Selzyr

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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.

Uh, I don't get why it's a bad thing? It would take 574 APs to max only lightning bolt/mastery, bolt mastery and magic weapon mastery . Water cannon at rank 1 alone outdamages it without having to deal with mana for only 152 APs(base damage higher at full charge, damage variance is kinder on WC side, easy of use, mechanics in water cannon that bypass def, etc).

I mean I don't mind dealing less damage than every other people for the sake of qtp2t magic effects, I know that it gets much better once you get adv magic and start nuking, but up to that point you just pay too much and have to deal with too much shit, being worse than almost everyone you party with and for what reason should mages have less fun and deal with this kind of stuff early game?

I kind of share the same opinion on archery but it's still easier than playing mage on the first levels, especially if it's elf archery. (ONLY FOR THE EARLY GAME AAA)

Magic Weapon Mastery, Mana Evaporation removal, beginner wands and MP30s won't make mages OP, it'll just make it sufferable compared to anything else​ for the first 200~400 levels.

Unless they're weaking magic weapon mastery. Thats a terrible idea. I should remind you firebolt can be 100% chain casted constantly unlike water cannon

imo magic is weirdly designed. its a major hassle beginning / mid game and very OP endgame . I remember years ago people were able to infinitly lock down players with ice spear / thunder stuns

Dont take me wrong, but you got something wrong here on my Point of view, indeed CC firebolt is strong, very strong late game, but lets keep in mind that needs an upgraded wand to work, and wand repairs are high, stupidly high, Chain Alchemy is a skill, can be used with any Cylinder/skill, if we mages had chain casting based on chance like Alchemists, I could understand where you trying to get at, but we don't have it.

I would say to balance it out, make so the Chain Casting of alchemists worked like on Official(with the proper balance ofc) and give a similar skill to Mages (Magic Chain Casting) that works the same way, balanced out ofc and that doesn't work with Int Magic, thus not becoming OP, mages would be able to still chain cast with any weapon in case their wand goes out of durability and Hybridization would improve too.
Posted at 03-24-17, 01:48 am Link | #78
Twin

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Dont take me wrong, but you got something wrong here on my Point of view, indeed CC firebolt is strong, very strong late game, but lets keep in mind that needs an upgraded wand to work, and wand repairs are high, stupidly high, Chain Alchemy is a skill, can be used with any Cylinder/skill, if we mages had chain casting based on chance like Alchemists, I could understand where you trying to get at, but we don't have it.

I would say to balance it out, make so the Chain Casting of alchemists worked like on Official(with the proper balance ofc) and give a similar skill to Mages (Magic Chain Casting) that works the same way, balanced out ofc and that doesn't work with Int Magic, thus not becoming OP, mages would be able to still chain cast with any weapon in case their wand goes out of durability and Hybridization would improve too.

No I was responding to someone else lol
Posted at 03-24-17, 03:34 am Link | #79
Selzyr

Posts: 87
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Dont take me wrong, but you got something wrong here on my Point of view, indeed CC firebolt is strong, very strong late game, but lets keep in mind that needs an upgraded wand to work, and wand repairs are high, stupidly high, Chain Alchemy is a skill, can be used with any Cylinder/skill, if we mages had chain casting based on chance like Alchemists, I could understand where you trying to get at, but we don't have it.

I would say to balance it out, make so the Chain Casting of alchemists worked like on Official(with the proper balance ofc) and give a similar skill to Mages (Magic Chain Casting) that works the same way, balanced out ofc and that doesn't work with Int Magic, thus not becoming OP, mages would be able to still chain cast with any weapon in case their wand goes out of durability and Hybridization would improve too.

No I was responding to someone else lol

Its cool, but just wanted to add that.
Posted at 04-04-17, 09:05 pm Link | #80
Umibouzu9

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some cool ideas, but a lot of stuff that would outright break the game.

no miss chance on archery? Huh? why make Rangers the best class in game?

Scaling drop rate? so "rare" stuff drops like gold or cheese?

Some good ideas, but a lot that would break the balance instead of Balancing anything.
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