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second post in a day! woo! it's summer 2018 all over again! i remembered what i came here to suggest earlier, so i'm back lmao.
anyway! we need a class that specializes in scythes. there are few mmos out there that even have scythes accessible as weapons, but there are even FEWER mmos that have classes that's main weapon is a scythe. scythes are my favorite weapon cuz they're super cool, so to even have scythes in mabi is like a dream come true, but it's depressing that there's not even a talent dedicated to it. think of all the cool skills that could come from it! i know we very rarely get new talents, but this is something i've always wanted and i wish from the bottom of my heart would become a reality T_T... the weapon idle pose would be sooo coooool....
anyone else agree?? i know it'll never happen cuz devcat probably thinks just having a scythe in the game is enough, but i'll keep on dreaming
Comments
Mechanics, skills, stats, and Etc.
Wrong topic GET OUT OF HERE!~ jk love ya , dont hate me senpai~ ; w ;
Like cookies? i have cookies...
Id like a Blade dancer and Rune caster but that too is out of topic of this post, So pls say something meaningful to the topic not bend it
Or make your own topic for it.
class names: Dancer, Reaper, Harlequin, Shadow dancer?
str and luck based?
crit up? (extra 5%-10%)
attack range is low but damage range is high ; exp: 20-120 ?
slash: attack enemies around you (2 second CD/ knock back?) character preps 1 second, swings for next second damaging near by enemies? Back away from the goods, Hahahahaaaa
cleave:heavy damage to enemies in a small cone (slows, bleed, 10 second CD?) show animation of character holding tight as scythe slams ground heavy, then looks for a moment with hand over head shielding from sun? "Well well, didnt expect you to go down that easily"
Reaper-(passive): [ character def down in intervals, attack speed up consistent ]?
str/luck /will up?
shadow dance: lowers player def, but allows for teleportation to enemies for a set time, Ctrl+click? even better: lowers player def, teleport to enemies in an area, damaging them, until timer is up? 2-5 seconds? also 5-6 seconds of lowered player def. keeping the character near enemy after ability timer. timed clicks per attack/missed click allows for enemy to retaliate? (minute CD?) player appears above enemies and slashes downward per teleport (maybe click during each appearance for enemy attack chance?) Steps into the ethereal and uses the shadows to dance about,"Please darkness, let me parade against my enemies, ill show them a dance they can't look away from!"
martyr: lower player def, increase damage for a set time. (lowered def stacks? att damage stacks/scales?) Minute use/ 30 second CD? can be dispelled if hit to many times? attacking enemies , under skill use, deals damage to player. (.01%-.1% per attack?) "I don't care if I'm dying, I'm making them die faster!"
Shadow play: summons a shadow that taunts enemies. explodes, dealing very little damage, stunning enemies for a period of time. "its play time"
Dark heart: increases def slightly, but lowers attack dramatically, slows player for a period of time 5-10 seconds? instant heal, 30%-100% hp, does not stack with other healing abilities (30 second CD) ATT does not increase, buffs do not increase, healing or other forms of healing do not work, untill timer is up. 15-20 seconds? "The darkness envelops me"
Ah, the Astrologer class in Mabinogi... a dazzling beacon of potential or just a cosmic punchline? Let’s plunge into the swirling chaos of this class and figure out why it feels more like a half-baked concept than a stellar addition to the game.
First off, let’s chat about the scythe stance. You’d think that with all the mystical vibes floating around, someone would’ve thought, “Hey, why not whip up a Scythe Stance 2?” maybe have it twirl up with that orb that goes around it? But nope, instead, we’re left with an unconfident stance and a blade that looks like it was designed during a particularly uninspired lunch break looking at genshin impact for "inspiration". It’s honestly baffling.
Now, let’s break down the current state of affairs:
Funky Idles: The current stance idles are, let’s say, a bit *quirky. They’re like that one friend who shows up to a party rocking socks with sandals—just doesn’t quite fit the vibe, or match up with a reasonable way to carry, hold, or run with such a weapon.
Underwhelming Skills: The skills available feel like they were yanked from a hat of random ideas. “Let’s toss three cards at someone and call it a day!” Brilliant. Who needs depth when you can just shuffle a deck?
Now, let’s tackle the elephant in the room—or should I say, the camera? The introduction of a photography system under the guise of astrology is nothing short of a plot twist that would make even the most seasoned soap opera writers cringe.
Imagine this: you’re all set to wield the power of the stars, only to discover you’re actually just snapping pictures. It’s like gearing up for a thrilling roller coaster ride and ending up on the teacup ride instead.
Lore Confusion: The lore suggests that inventors build things and mages affect things. So why are we suddenly yanking memories into yarn, or spending the time to create photos instead of reading and learning the stars? It’s like mixing genres in a movie and ending up with a sci-fi rom-com that nobody asked for.
Lost in Translation: The immersion was shattered for a solid month... then a Collab?. One can only wonder how the developers thought this would resonate with players who were expecting epic battles and cosmic powers, not a photography class, fallowed up by a visit from your friends unwanted watch history character...
The astrology skills Feel like they are/were supposed to be multifaceted, but they act more like a one-dimensional cardboard cutout with no reason to be used. The potential for a dynamic combat system is there, but it’s buried under layers of card tricks and photo ops, and a negligible system of modifying your scythe skills to do.. something?.
What players really want is a combat system that feels alive and engaging. Here’s a thought: why not make scythe combat more like a ninja/fighter system?
Deeper Buff and Nerf Mechanics: Imagine a system where players can buff stamina while nerfing HP or magic to create rapid combos, shrug down a boss to take a few direct hits and then swap to a strength state to start punishing it back. It’s all about strategy, right? Instead, we’re left with a class that feels like it’s trying to emulate support roles rather than shine on its own.
Solo Play Struggles**: In a game where many players are new or returning and prefer solo play, this just relegates the Astrologer to a mere experience-maxing class, and it is a disservice. It’s like giving someone a shiny new toy that doesn’t actually do anything.
In conclusion, the Astrologer class has the potential to be a cosmic powerhouse, but it’s currently more of a cosmic conundrum. With a little love and a lot of rethinking, it could transform from a forgettable experience into a stellar journey through the stars.
So, dear developers, how about we take a moment to rethink the scythe stance, ditch the photography gimmick, and give players the dynamic combat experience they crave? After all, the stars are waiting, and they’re not going to align themselves!
What do you think? Is there hope for the Astrologer, or is it destined to remain a cosmic joke?