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Orkane

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Orkane
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  • Windmill: Use Windmill As Counterattack

    Eralea wrote: »
    I know some lagless people who can get it to proc while fighting faster-attacking mobs and I've done it by accident a few times during actual combat. You can see from my video that a successful use occurs before you're knocked down, not after. Just have to practise getting the timing right.

    I reckon this function of windmill dates way back when it was designed to be used as a defensive skill - sacrifice 10% hp to get i-frames + prevent yourself from getting knocked down (hence why it's called a counterattack). People just happened to use it as an offensive skill instead, so devcat tweaked it for its more popular usage.

    Unknown methods for windmill from rD onwards are always "attack/defeat four strong enemies at once". This is also easily done in Their Method - set up the finish rule to "Anyone" and throw the zombies into a neat pile before finishing.

    The zombies in Their Methods have high prot/hp relative to their CP. They also ping all the time reducing damage against them. I'd advise using The Other Alchemists instead. These days, with the help of memoirs, a new player can get to rank 1 windmill in a couple of hours by rebirthing into warrior talent, completing one quest to get to level 123, and then picking whichever level of TOA is appropriate (probably basic).
    Kensamaofmari
  • So uh...Glenis has a hot neice?

    Was looking at Glenis' wiki and saw this.
    Manus states that Glenis's husband passed away from eating a Mana Herb.
    Uh, ok... so mana herbs don't always turn you into a bear.

    Glenis does have a daughter Flora, who does most of the cooking and is never seen.

    Mana herbs don't turn anyone into a bear. Tarlarch turns into a bear in order to eat the herbs since he can't while human. He needs the herbs to keep his mana up during the day when Eweca isn't out.
    skpkionpawcalypse
  • Permadeath Server

    Cho wrote: »
    Orkane wrote: »
    Permadeath clashes violently with basically every aspect of mabi; heck we even have quests that REQUIRE YOU TO DIE. With the amount of work it would take to alter mabi enough to make this anymore than a frustrating, senseless waste of time, you really could have just created a new game with permadeath in mind from the start.

    If you're talking about G21 or G22, those deaths can be overlooked. Other than G21 and 22 that I haven't played yet, what are you talking about?

    EDIT: Also EVERY ASPECT? Really? Death used to be the most punishing thing in this game with blessings and items lost and negative exp. Didn't you used to lose more exp when you were revived by someone much lower level than you?
    With the amount of work it would take to alter mabi enough to make this anymore than a frustrating, senseless waste of time, you really could have just created a new game with permadeath in mind from the start.

    This line specifically please explain. The changes I suggested it would take to make this work aren't that grand so I want to know what nonsense you're talking about.

    Let's start with the story. Mabi's story people from another word being continually reincarnated. If death becomes permanent, then every part of the story that references a milletian's ability to do this needs rewriting. The rebirth system (and how it interacts with skills) stops making sense too as the notion of retaining knowledge from one life to the next is horribly at odds with permadeath.

    Next let's talk about the pace progression in general. Games featuring permadeath (e.g. XCOM, Darkest Dungeon, every roguelike ever made, etc.) tend to have one thing in common. Dying is never a massive loss. In XCOM and darkest dungeon for example, an individual may die, but you still have other team members that you can use, your upgrades to your base/hamlet remain and you can level up a replacement while continuing with the game. In the likes of Crypt of the Necrodancer, a run usually takes like 20-30 minutes so there's no great loss having to restart. In Mabi, people spend years progressing, and to lose it all at once is a great way to make people quit.

    Beyond just the pace though, there's also the issue of variance in progression; or rather mabi's lack of it. In the games I just mentioned, how a character grows is influenced by quite a few factors that you simply cannot change as such, every character ends up different to the last. That's not really the case in Mabi. If I want to play as a mage and then lose that character, the next character's just going to be another mage with more or less the same skills acquired in the same order.

    Fourth is stability. Mabi has all sorts of jank. Eralea's video doesn't happen as much as it once did, it does still happen. I've disconnected only to log back in dead plenty of times. It's a minor nuisance now; but a complete deal breaker if it means restarting. I'd simply just play something else and uninstall this.

    Fifth, it would take a ton of re-balancing. Have you ever been hit by a snap cast thunder and a lightning rod at the same time in Rabbie phantasm? That kills just about everyone in pretty much no time at all. Not all content kills people that quickly, but even content that feels fine and fair now would feel very different if it caused years of work to go up in smoke.

    Also, mabi's a free to play game supported largely by gachapons. Now imagine spending a considerable amount of money trying to get that one item you want only to lose it; the game's business model would need a rework to support this.

    So to review, we need to:
    - Rewrite the story
    - Come up with a new progression system
    - Fix stability issues that devCat hasn't been able to completely solve for years
    - Re-balance a large amount of content
    - Change the game's business model

    Sounds like a new game to me.
    Twelie
  • Permadeath Server

    Permadeath clashes violently with basically every aspect of mabi; heck we even have quests that REQUIRE YOU TO DIE. With the amount of work it would take to alter mabi enough to make this anymore than a frustrating, senseless waste of time, you really could have just created a new game with permadeath in mind from the start.
    LeineiFaybal
  • What do people like about spirit weapons?

    asnscorpio wrote: »
    Back in the day's the spirit weapons were the equivalent of S and R grade weapons in comparison.. It had it's own artwork and animation with the attacks and was an ally in combat as you can use their awakening attack a handful of times before charging again. Remember this was when windmill was the most powerful mobbing skill at the time....spirit weapon awakening was the next skill that could help demolish a roomful of formor hoards.

    It is going through a revamp as we speak. KR already stating they are trying to figure out how to rework the spirit weapons.

    Even when spirit weapons were the strongest around, I don't remember seeing people do use awakening at all. I know I only ever used it to see what it looks like.
    Rhey wrote: »
    Ur missing one other reason. Unique dye schemes. Some weapons uniqueness can only be obtain via this method and abusing the transfer method. ^_^

    I completely forgot about that.
    EGO_female_bow-1.png

    You could always just keep that png open in another window and alt-tab frequently. ( ͡° ͜ʖ ͡°)
    JoeyDee9 wrote: »
    It's a way to individualize the player character in game. As any given character can only have 1 spirit it becomes a choice to what you want to work with.

    I agree with this, but it doesn't really feel like spirit weapons are needed for this. If you could only have one special upgraded weapon or one erg weapon for example, that would achieve the same thing.

    On another note, I have no idea what BiS means.
    Blissfulkill