G24 is overall cancer. It needs to be nerfed entirely. Who said they need challenge? I didn't. Better make an option to choose difficulty for generation.
Servillius wrote: »Mabi needs Mabinogi 2, at least as a way of starting over instead of patching stuff up.
A few ideas:
Servillius wrote: »1. Clearly defined skillsets.
If every skill is like: “Gunner involves quick dealing damage, at the downside of having to regulate bullets, except when using way of gun” and “magic skills deal a lot of damage at a distance, but take a long time to cast, except when using snapcast” then Mabinogi will become something like “switch to gun set, use way of gun, switch to magic set, use snap cast with thunder, switch to sword set, use final hit.” Instead of keeping within defined skill set roles.
I mean, personally I do something akin to that anyway. I cast fireball with snapcast, then use Chain Sweep after the fireball hits them to try and do as much damage as possible. The game sorta allows this, but not on the level you're probably thinking. Honestly, if that happened, then I think the game would become even more lopsided than it already is.
Servillius wrote: »2. More skills, more skill customisation.
More skills and more variety is good, as long as those skills stay within defined skill set roles. I remember when there were six offensive spells. It sucked when you had to switch weapons to use a different magic skill, but it’s also nice to have a few limitations as long as those limitations come with advantages of accepting them. It would be nice if I could choose to have 10x meteor strike charge time in exchange for even more insane damage, or choose to make crisis deal very little damage in exchange for larger range. As skills rank up, you could earn perk points to spend on changing skills. If you accept quirks, you get even more perk points, or you could choose to put the perks into an entirely different skill at the disadvantage of poor exchange rate. Eg: 10 points in flame burst could be 1 or 2 points if used in final hit.
I agree with this. Especially in later generations where they expect you to do ridiculous damage and you just don't have it unless you reforge with some extreme stuff and have the most impressive stuff in the game. It would be nice to be able to do that with intermediate and advanced magic since it's designed so that you have to charge it before using it, and I think rank 1 intermediate spells should be capable of 10 charges instead of 5. I mean, at my level I should be able to solo every Elite Shadow mission in the game, but I can't (I'm like 13K total level and mastered like 75% of the talents in the game).
Servillius wrote: »3. Skills that make sense
I’m a little biased against gunner, but a skill that gives you unlimited bullets does not make sense. Another one is grapple shot, when you shoot a bullet that magically pulls you toward whoever you shot.
Eh... Gunner's always been a bit weird. I mean, we're talking about a society that uses magic, alchemy and now guns. It's not that big of a deal. Plus, Way of the Gun balances out by the skill ending with you being completely empty and having to reload.
Servillius wrote: »3. Make every skill useful and worth ranking.
Current Mabinogi: People rank gold strike for extra luck, but never use it in actual combat. People rank Elven magic missile because every other elf transformation skill is r1. Summon golem is another example of a less useful skill. Other less useful skills are teleportation skills such as grapple shot and anchor rush. Not really usable in combat because it’s often faster to just run where you need to go, and by the time you finish loading the skill, you get attacked.
100% Agree with this. Hell, 90% of the life skills people level just so they can get stats from it... I mean... What use is Wine Making beyond stats you get from leveling it up? Seriously... Who uses this skill regularly? There are a lot of skills that no one is ever going to use. I've gotten to the point that all the skills I want/use I have rank 1 in, and now it's just ranking other skills for stats, and that's really it because most of the skills are useless.
Servillius wrote: »4. Reduce the amount of different enhancements possible on weapons, and make it one big system.
Erg, enchants, spirit weapon, reforged, upgrades, special upgrades and gem upgrades could be simplified.
Eh... I like it as is except that I wish reforges weren't pay to win, and Erg and Special Upgrades didn't require RNG to even succeed (Which annoys me to no end because I've always had bad luck.)
Servillius wrote: »5. Make even more things appearance customisable. This includes transformations, puppets, summoned golems, and titles. Maybe even skill appearance? I can’t think of anything else, because Mabinogi has gotten pretty good with this.
Well, Nascent Divinity is customizable if you go hunting for the stuff to customize it. The golems are limited because you can only have so many different kinds of them. Titles, we already have two different kinds of titles we can mix and match, so that's not a big deal. Apparently advancement tests can also change certain skills like I've seen some people who use black thunder instead of normal colored thunder after doing advancement (at least from what I've been told).
Servillius wrote: »6. Reduce focus on stat boosts, and focus on other ways skills. This is related to more skill customisation. Basically, I get that stats are the main way to increase damage, but this quickly gets boring. It would be interesting if there was more of a focus on how skills could be improved in other ways.
100% agree on this too. Especially in later generations where the game expects you to do like 30K damage and you don't have it unless you have leveled up every skill in the game, have good reforges, and have impossible stats that most people can't reach without either pay to win reforges, or not having equipment leveled up enough because Special upgrades and Erg require RNG and require SUPER rare items to even attempt.
Servillius wrote: »7. Focus on expanding player roles. At the moment, there is only one real role. And that role is “who can deal the most damage the fastest?” The best healer and support player is the one with the most clouds. People don’t need support players for a few other reasons, too. Techniques, stats, and good equipment can make your character almost invincible. Also, support skills are extremely limited. Healing spells are best used for breaks in between fighting because of how not good they are at supporting fighting players from a distance. Magic shields are best used in rafting/balloon and dragon fights, because otherwise they’re just not that good. Supposed support skills like music buffs don’t take you out of the fight at all or put you in a vulnerable position in exchange for providing insane buffs to party members because it’s more like “play battle overture for two seconds and everyone gets an extra 30% attack.” That’s not a role, because any player can do that. The lack of instrument and healing wand buffs as well as skill mechanics are the main culprits in my opinion. This also applies to life skills. If you want to inspire people to put more energy into crafting, why not give life tools erg and spirit weapon capabilities, or similar buffs in a new simplified system.
Again 100% agreed. Different roles should be more focused. Back in my time, we ran Peaca and we needed at least one magic, one archer and one close combat because the monsters all had resistances and every enemy in the dungeon required a specific type. These days, it's possible for a decent player to solo the dungeon alone because it's become too easy to mix and match what skills you want in other skillsets. I remember back in the early days of Mabi when it was rare for characters to have skills outside of their specific skillset because they had to focus on one role... That eventually went out the window at some point. It would be nice if there were specific skills for specific roles, such as healers being able to hyper charge 5 charges of party heal or something, or being able to use zone of renewal even if the party isn't in range, or using vital surge on the whole party instead of that one person. We could even have special grandmaster perks for specific types of roles that would support that, like grandmaster black magician (magician and chain blade) would be able to chain cast bolt magic with their chain weapons as a bonus. There are a lot of extra talent titles that really don't do anything that they could add special perks to when equipped to allow people specific roles.
Servillius wrote: »8. Please bring in trust crafting, which works like trust enchanting. Also, add a trade window to offer optional payment in exchange.
I kinda agree. I don't rely on anyone else to craft for me and most people just sell the final product. But I do think that would be nice for when you say, need a rank one engineer to engineer a dragon armor or weapon without having to hand your expensive items over to them. It would allow a better system, and maybe there could be some bonuses for people who have that high enough level that they are asked to craft, such as you possibly getting something from the transaction like say you make a dragon armor for someone and you randomly get one of the pieces used back to keep for yourself or something. There should be a reward for being made to make stuff for others beyond just them possibly paying you.
Servillius wrote: »9. Reduce RNG enhancements. Crafting stats, enchants, reforges, erg, special upgrade are all just RNG over RNG. Which especially makes it a disappointment if you have a 3 line r1 all 20 reforged, fully erged, final step weapon, only to get a 62 max damage weapon and have to start the process over again with no way to put the enhancements from one on the other.
I'll be honest... RNG needs to be removed completely from this game. It's just too broken. I once failed a special upgrade going up to level one where the success rate is 100% (And no, this wasn't going from level 1 to level 2 where the success rate is like 45%, this was going from level 0 (the gem upgrade) to level 1 where the success rate is 100%). Reforges also need to be redone entirely. I actually made a post a while back in the suggestions on a new system that could be used similar to the potential stat system (the one where you get so many levels and get rewards as you get higher total levels) where you can pick the upgrades and use proficiency to level up reforges instead of pay to win reforges (but left pay to win options for those with money so Nexon could still profit from it). Special upgrades and Erg upgrades shouldn't even BE RNG. There should be a 100% all the time especially since Special Upgrades and Erg upgrades use very rare materials that you can't get easily and you can easily. And at higher level, your item could even be destroyed, which is complete crap. There's a difference between luck and skill in this game, and this game mostly requires luck over skill, and pay to win reforging. The life skills aren't the worst at RNG, but I have had horrible luck with it. But some don't make sense, like failing to bottle water... How do you fail at that?!
Servillius wrote: »10. More skill levels. I don’t think 15 levels is enough.
Normally it is... But that's because a lot of skills are unbalanced these days. A lot of the newer skills are just better than the old skills, and the old skills aren't rebalanced to keep up. For example, I've seen people do ridiculous damage with lightning rod, and make my thunder and fireball look pathetic despite the fact I should be doing more damage, but that doesn't mean my skills are weak, it just means they do more damage than me. There's a lot of skills that really need rebalancing at this point.
Servillius wrote: »11. Aim to build a balanced game. Give elves a flat bonus (a bonus apart from int and dex) in something other than archery. Maybe give them more range or a 40 magic attack bonus, or something, anything. At the moment the only flat bonus outside archery that elves get is ice spear mana cost, which is arguably the worst flat bonus of the least important offensive magic spell.
100% agreed again. This game has been unbalanced for a long time. It's not just the elves and races. Mabi just kept adding skillsets and new things without thinking about how it affects the game in general. For example, after shadow missions were introduced, people started running dungeons less, and now these days, people only ever run dungeons when needed for a quest or they're doing dailies. It was the same with skillsets. They kept adding them and not fixing the old skillsets so that the skillsets are all balanced properly. For example, it used to be that close combat, archery and magic were balanced and had different advantages and disadvantages over each other. But over time the new skillsets just made everything lopsided and even updating entire skillsets hasn't fixed it. The entire skillset system needs to be redone. Every skillset needs to be redesigned and updated. For example, these days most enemies are resistant to magic, so using magic is next to useless in a lot of situations. Usually, the best skillset is chain slash because it not only adds luck, but it's just easier to use.