Check out all of the details of this month's Patch Notes, featuring the Mini-games + Quality of Life Update! https://mabinogi.nexon.net/news/91106/mini-games-quality-of-life-update-patch-notes-april-11th
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Borriva

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Borriva
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July 15, 1989
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I'm a Storm Alchemist!
About Me
I'm pretty laid back and am willing to help anyone who needs it.
  • This hurts to say but i think i need to leave Mabi

    So I'm going to get this out of the way now. This isn't a hate letter, I love Mabi and that's why it hurts that I now see the game is the cause of my resent depression. And no this isn't a pity party. I've had depression for years and Mabi helped. But not any more.

    This is just something I need to get of my chest. And I doubt that a Mod/Dev would ever see or care about this post. But I've hit a wall. No matter what I do. No matter how hard I try. How many skills I acquire. I still feel weak, as an Alchemist.

    And my friend has explained that from her perspective she's a Malitian (I know I misspelled it, I don't care.) And as one she'll use any tool she needs. Which is fair. But that's not why I play Mabi. I play to Roll Play as an Alchemist.

    Which is getting pointless. You can't use Barrier Spikes like anywhere and when you can they don't synergize with any of your other alchemy. Cloud is getting pointless. You can't use it mid combat, doesn't work when you need it. Golem is brain dead since they introduced puppet. Shock isn't really worth the effort it takes to acquire and now doesn't work on bosses or general mobs. Same for hydra. Life drain doesn't recover enough health in endgame. Frozen Blast is so useless I forget it exists. And can we just all agree that the Mana crystallization adv magic crystals are too slow to load and too weak to bother using. That leaves the basic 4 combat skills. Sand Burst... It was better when it could multi blind the same target and had 5 charges. I'll keep the cool down if I could have that back. Flame Burst... My strongest skill that I get to deal the least damage with. If it isn't lag its an friend smacking the target out of the AoE. While you're stuck there. So that leaves Water cannon and wind blast as the only skills that aren't bad... It would also be nice if synthesis had a non random option.

    And my final grievances are with the reforge system as a whole. It's pay to win. That's fine I don't have an issue with that. But how random it is. How hard it is the understand what reforge tools do what. I'd be okay with this particular pay to win if they were labeled properly as to how they were going to affect your reforge and if they were random but only within talent for weapons. I don't expect anything to change. And I only speak for myself. But I feel this may be why people are leaving Mabi.

    Also want change to my skills. Introducing new Cylinders I'll never be able to get... Just makes it worse. Oh and Alchemy cost too much to use because of crystals and repairs. And the fact the weapons do nothing but work against the user sucks. And before anyone mentions the new Cylinders I'll just say that they might as well be unobtainable.

    Sherrijustshowinglilblkrose
  • Combat quality of life changes.

    I've screamed to the hilltops for alchemy to get buffed. I'm not here for that now. I'm a casual player I'll admit. I'm over Total character level 5k and have been around since the 4th generation.
    And I've recently played G21 and I haven't finished it yet. I know it's worth it I can't bring myself to play. The bosses are too unbalanced. I beat the Apostle by hydra cheese and I hate it. I want to slug it out with bosses. Not feel like I need to hide in a corner.
    I would like to see Defense and Protection reworked. Not by just altering the base skills. But adding a buff that rewards dedication to play. For Defense and Armor Penetration to get a small buff every 1000 levels by a x1.5 at 1k and increased by x0.5 every 1k levels, and capping at TCL 10k for a x6 Defense multiplier and Armor Penetration Bonus. And for Protection to be able to be increased by some amount based off your base uninflated Defense stat. And have it cap off So you can't reach 100% damage reduction.
    Gremm
  • Small Alchemy Tweaks

    These are good Quality life. But a Golem stat buff and AI rework is needed.
    YangKoeteTropaTHICCthighssavelives
  • Alchemy Needs a Revamp and I have some ideas.

    I've been an Alchemist since I started playing Mabi, and I feel like the other combats are leaving it in the Dust. I'm a Grandmaster Battle Alchemist and Vates. Alchemy needs more range, a wider selection of combat skills and a few over all changes. I'm going to list them in bullets to try and help. It's going to be a bit lengthy but I hope you read and consider all of the following;
    * Make the bonus damage for Alchemy Skills except for Life drain to be based on your Max HP, MP, or Stamina. It's really annoying to gain a base stat that gets weaker the longer you fight. Especially since Alchemy is currently so weak in the grand scheme of things.
    * On the Alchemy Bubbles overlay during Golden Time show Golden Times Current Duration in Seconds. Also have Golden time increase the users Critical Hit rate during it's duration.
    * Change R1 Summon Golem's shell to that of a Crystal Golem so that an R1 Golem can be distinguished from R5. Also port the AI select-ability from pets to the Golems so that if you need to defend yourself the Golem isn't dead weight. Also grant it some Magic defense and Protect.
    * Water elemental "Lightning Rod", I'll call it "Hydro Ray". Same range, Cool Down, and Charge Time mechanics, But Lower base damage. Cost 5 Water Crystals some amount of MP and Stamina. Deals more damage with you MP stat. Ranking it raises MP. Deals More damage under the effects of Rain Casting. Master Title can give 10 Water alchemy damage and like 50MP.
    * Wind elemental Tornado, No name other than "Tornado" came to mind. It would cost 5 Wind crystals and some amount of MP and Stam. Only Cast-able under the effects of Rain Casting. Take 3sec to charge at R1, attack like Sakura Abyss but the Drawback would be it ends Rain Casting after effect concludes. Maybe have a 5sec attack duration. and Master Title would give 10 Wind damage and 5sec of added duration. If elemental wave is charged this attack can be used immediately.
    * Decrease cast time of Rain Casting to 3secs but have it still take 10secs to fully form the storm cloud. But this way Rain Casting is still usable during combat.
    * Earth/Fire elemental attack, uses 3 Fire and 2 Earth crystals. I'll call is Magma Burst. It has the same range as Flame Burst but has a 30Sec Cool Down. It would apply a Damage over Time effect with a twist. The next alchemy skill that lands, excluding Shock and Hydra, will land a Critical hit and the DoT effect will end, but the target will incur added Explosion damage.
    * Water/Fire elemental attack, uses 3 Water and 2 Fire crystals. I'll call is Steam Burst. This will be another Pressure build like Heat Buster but require twice as much pressure. Has the range of Shock wave with less damage. Instant load time with no Cool Down. While the skill is loaded you can move, and if you're struck it counter attacks with x2 damage, but the skill gains a 20 ~ 30sec Cool Down. Can be used immediately while elemental wave is charged.
    * Cosmetic changes, add a tab in the Character Window to display your current total non-variable bonus Alchemy damage totals. And reveal Shock's Min and Max damages. I don't care how weak shock is. And Yes I know shock is strong because it can hit infinite targets but it's damage is lack luster for what you have to do to attain the skill. I just don't feel like doing Quantum Mechanic equations to find out what my damage is with unknown variables you must figure out yourself.
    Zeo