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Skill Leveling too easy now?
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Almost all combat skills feel the same to level up now. New players will never know the agony of having to rank Meteor on boss-level enemies. While I won't miss how difficult it used to be, the game definitely feels a bit like a cakewalk now. I'm no longer searching for the correct skill-leveled enemy just so I can bump said skill up one rank or two. Now I'm just going, "Oh, I need to rank this up. Time to attack things."
There are a few exceptions to this. Life skills and transmutation still require certain ingredients. Fighter requires attacking a certain type of monster. It will still take time to rank up, but compared to before it's lightyears ahead. I think the new system was put it in place due to a variety of factors. The game's age, how powerful players are now, how difficult certain content can be. The game definitely feels focused towards endgame content. There's a lot to catch up on.
It did feel a bit ridiculous though when I was ranking up Puppet's Snare on my own Barrier Spikes.
does that price rang sound reasonable for a manual.. the one use Blueprint to create the same item? or are you wasting your money to not break even a single gold coin in profit. i wish at a certain rank we'd stop needing to use manuals and just start Crafting the Item at a certain rank from memory.. Can't tell you how many Smiths in the older era would have a routine to their smithy so they'd know everything they write by memory, Crazy enough there are accounts of smithing apprentices never becoming blacksmiths cause they couldn't remember what time their master wanted something trivial ready like coffee, or cat food out.
if your curious there are literally 20 on the shop right now that just got bought, the remainders are as of current with less then 2-3 hours left are priced at..
1,100,000 (looks like a bad stat sheet)
1,100,200 (Bad stats, bad price)
2,000,000 (ok stats, Bad deal for quality however.)
and the way I gauged this is simple.
on average you can make one with the corresponding stats which is considered by most "ok" to sell around 100,000
dmg 10-77
bal 42%
Crit 30%
Dura 12/12 (if its damaged people will decrease it based on repair cost typically)
with the current size of NA though this expectation on price over Value with things like blacksmithing I can see as a Pillar of things I'd fix. if a NPC will buy it from you for 5,000, then sell the blueprint at 4,500 if its top quality, or increase the used pay amount Nexon..
that being said Fundamentally Yes Many things in the game need fixes, i think the main issues are the devs don't seem to play from fresh characters to max, and to understand how/why the community wants more flow to the system, and not slamming your head into the wall trying to claw out of a "bad end". not every player has friends, some come to make them, and some folks (least a good pop) in NA are antisocial due to how the game ran storyline as solo at the start.. and the devs nurtured these bad habits via making end game "harder" to reach. when there shouldn't be "end game" just "extended game" based on the model mabi is based on.. and now they're imposing things like level caps cause they didn't look back at the notes of G1 to understand how content in mabi should function.. leading to this conundrum where NA folks still leave, burn out, and sometimes return
With that said, I believe astrologer is a key example of the game wanting to at least survive, but having an what presents as an aging/inept core that has become jaded with how long the game's revenue will keep the servers "functioning" to hopefully goldfish up more players during the vast drought going on, similar to how maplestory capitalized on maplestory 2's death.
they ripped out G1's fundamental guide book cause they knew that if folks could max, they'd slam the boss in one hit, and that was the GOAL with the original team, to allow you to feel that satisfaction after training up your character in everything they had available, then going out to anime protag the storyline being the perfect little "militan" you were Supposed to be cause it would have hyped up PvP to let the world continue breathing, instead, they hooked down the max damage, and what we saw? pvp folks started having less fun with wacky builds and funny duels.. no one remembers the "stick games" that happened in tir, or the wargames guilds held thinking they'd get city's like Dunbarton to defend before the idea got scrapped..
my opinion is simple in relation to all of this.. the game is too easy cause there's a Cap to reach.. which Kills any chances of "growing" after a set level. it barely ever increases, and its so low in the grand scheme of the game and its intended time that you can slam it in a week (cause 1k stats USED to be entry level for pvp once you hit 1K it was your pvP and dungeon farm time, where you'd get all prettied up and start Dueling others for fun, which led to folks selling cosmetics at affordable prices cause they'd then use THAT money to buy their own gear. this led to some guilds having uniforms, or "Cloaks" and traveling Bard "troupes" playing silly songs like "you got a friend in me" while 33 guys were dropping Judgement blade on 1 guy that was face tanking them.
or in summery..
the skills are messed up cause the level Caps don't fit the OG model's intent cause the devs either had a whole split on the ideology for NA and wanted to moderate damage cause they were too lazy to do the math with a PC calculator for when Timmy started 1 punching the last boss in true anime style ridiculous damage, which led to the new Death of everything that helped revive mabi now we're all just kind of.. "here" watching the aftermath up close and telling the wacky guy in the corner that cant speak English to stop trying to feed someone paperclips..
(the guy with no english skills is nexon, the poor corpse of a man with over a dozen paper clips in his scared up mouth, is the audiences concept of mabi based on the ad, over the reality that they couldn't handle a number over 1,000 in one stat..)